I'm using the latest SDK version, and the basic code to register and send a page view:
[[GANTracker sharedTracker] startTrackerWithAccountID:#"UA-MY_ACCOUNT_ID-1"
dispatchPeriod:10
delegate:self];
NSError *error;
if (![[GANTracker sharedTracker] trackPageview:#"/firstpage"
withError:&error]) {
NSLog(#"tracker failed: %#",error);
}
However the events are not dispatched from the device or simulator. There are no errors as well. When i turn on the debug flag, i can see the following:
dispatch called
dispatching 4 events
[after 10 seconds]
dispatch called
...dispatcher was busy
[after 10 seconds]
dispatch called
...dispatcher was busy
My delegate method never gets called:
- (void)trackerDispatchDidComplete:(GANTracker *)tracker
eventsDispatched:(NSUInteger)eventsDispatched
eventsFailedDispatch:(NSUInteger)eventsFailedDispatch{
NSLog(#"success: %d failures: %d",eventsDispatched,eventsFailedDispatch);
}
I tried to create a new publisher ID but it did not help as well.
I do have internet connection from the device and simulator
I deleted the app before trying.
I played with the dispatch period - setting it to -1 and call the dispatch manually
Nothing helped.... :(
I'm struggling with this for a day now... how can i make it work?
I had the same problem with the dispatcher ("...dispatcher was busy"). In my case, it was because I had run my app normally in the background, and it was using the dispatcher. When I tried to connect the device to Xcode to run and debug the app, the console showed me that message. So the solution was easy:
Stop the app in Xcode
Close the app in background
That's it.
you can put after calling the GANTracker a manual dispatch like that:
[[GANTracker sharedTracker] dispatch];
and it work perfectly
Related
Our project uses WebRTC for VOIP calls and it works fine before accessing the CallKit framework. But when I tried to access the CallKit framework, there was a situation where neither side could hear each other's speech. When I removed CallKit, everything returned to normal.
CallKit's answer button is the same function as the original answer button in the project.
And what amazed me was that it was not necessary to hear no sound. Sometimes everything is normal, but sometimes there will be problems. Well, the probability of a problem is greater.
I found the following flowchart, I suspect the problem lies in the order of function calls. But I do not know how WebRTC corresponds to the functions in the diagram.
In addition, I am curious whether socket instability will cause the CallKit framework to work abnormally
Please forgive me English is not good, but this problem has been haunted me for several days, I do not know where exactly a problem, is not where the conflict with the CallKit framework?
Hope you can help me, thank you very much!
Few steps need to be done to connect webrtc and callkit in proper way:
First of all, you have to use the RTCAudioTrack and add the RTCAudioSession for handling the audio. Old legacy RTCAudioSession added directly into RTCPeerConnection works but it's not prefered a way to do that.
Second thing is to use manualAudio. When app is booted you should change useManualAudio flag on RTCAudioSession:
RTCAudioSession.sharedSession().useManualAudio = true
which gives you possibility to postpone the audio until CallKit informs that audio session was activated, so inside the ProviderDelegate you should implement following method:
(void)provider:(CXProvider *)provider didActivateAudioSession:(AVAudioSession *)audioSession
RTCAudioSession.sharedSession().didActivecated(audioSession)
RTCAudioSession.sharedSession().isAudioEnabled = true
and for second audio delegate method don't forget to add:
(void)provider:(CXProvider *)provider didDeactivateAudioSession:(AVAudioSession *)audioSession
RTCAudioSession.sharedSession().didDeactivecated(audioSession)
RTCAudioSession.sharedSession().isAudioEnabled = false
Apple suggests us to wait till the Connection gets established and then fulfill the performAnswerAction. Below is the source
Apple Suggestion for Call Kit Documentation
If the recipient of a call answers before the app establishes a connection to your server, don't fulfill the CXAnswerCallAction object sent to the provider:performAnswerCallAction: method of your delegate immediately. Instead, wait until you establish a connection and then fulfill the object. While it waits for your app to fulfill the request, the incoming call interface lets the user know that the call is connecting, but not yet ready.
So we need to wait for a second or two before we fulfill the action in performAnswerCallAction
In the end, I solved the problem, but I still do not understand why it can be solved.Below is my solution:
First of all, I delay the call of "fulfill" by 1 second (note that this time can not be less than 1 second)
- (void)provider:(CXProvider *)provider performAnswerCallAction:(CXAnswerCallAction *)action {
if (self.delegate && [self.delegate respondsToSelector:#selector(callKitManager:refreshCurrentCallStatus:)]) {
[self.delegate callKitManager:self refreshCurrentCallStatus:EUCCallKitStatusAnswerAccept];
}
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[action fulfill];
});}
Second, I also delayed my network request call by one second (here longer than the previous one)
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self.peerConnection offerForConstraints:[self offerConstraintsRestartIce:NO] completionHandler:^(RTCSessionDescription * _Nullable sdp, NSError * _Nullable error) {
[self peerConnection:self.peerConnection didCreateSessionDescription:sdp error:error];
}];
});
In this way, my problem is solved.
If you know why this can solve this problem, please comment on me, thank you!
For people wanting to reply quickly without reading the post: I am not hitting any memory limits. Read the whole post for details.
My WatchKit extension cannot properly function without the user first being "onboarded" through the phone app. Onboarding is where the user must accept the permissions that we require, so it's very crucial.
On my WatchKit extension, I wanted to display a simple warning for users who had not finished onboarding within our phone app yet.
As such, I thought I'd get the status of onboarding from the phone in two ways:
When the user opens the app/the app is activated (I use the willActivate method to detect this)
When the app finishes onboarding it sends a message to the watch of its completion (if the extension is reachable, of course)
Both of these combined would ensure that the status of onboarding is always kept in sync with the watch.
I wrote the first possibility in, utilizing reply handlers to exchange the information. It worked just fine, without any troubles. The warning telling the user to complete disappears, the extension does not crash, and all is well.
I then wrote in the second possibility, of the extension being reachable when the user finishes onboarding (with the phone then directly sending the companion the new status of onboarding). My extension crashes when it receives this message, and I am stuck with this odd error.
Program ended with exit code: 0
My extension does not even get a chance to handle the new onboarding status, the extension just quits and the above error is given to me.
I am not hitting any sort of memory limit. I have read the technical Q&A which describes what a memory usage limit error looks like, and I don't receive any sort of output like that whatsoever. As well, before the extension should receive the message, this is what my memory consumption looks like.
I have monitored the memory consumption of the extension right after finishing onboarding, and I see not a single spike indicating that I've gone over any kind of threshold.
I have tried going line by line over the code which manages the onboarding error, and I cannot find a single reason that it would crash with this error. Especially since the reply handler method of fetching the onboarding status works so reliably.
Here is the code of how I'm sending the message to the watch.
- (void)sendOnboardingStatusToWatch {
if(self.connected){
[self.session sendMessage:#{
LMAppleWatchCommunicationKey: LMAppleWatchCommunicationKeyOnboardingComplete,
LMAppleWatchCommunicationKeyOnboardingComplete: #(LMMusicPlayer.onboardingComplete)
}
replyHandler:nil
errorHandler:^(NSError * _Nonnull error) {
NSLog(#"Error sending onboarding status: %#", error);
}];
}
}
(All LMAppleWatchCommunicationKeys are simply #define'd keys with exactly their key as the string value. ie. #define LMAppleWatchCommunicationKey #"LMAppleWatchCommunicationKey")
Even though it's never called by the extension, here is the exact receiving code of the extension which handles the incoming data, if it helps.
- (void)session:(WCSession *)session didReceiveMessage:(NSDictionary<NSString *, id> *)message {
NSString *key = [message objectForKey:LMAppleWatchCommunicationKey];
if([key isEqualToString:LMAppleWatchCommunicationKeyOnboardingComplete]){
BOOL newOnboardingStatus = [message objectForKey:LMAppleWatchCommunicationKeyOnboardingComplete];
[[NSUserDefaults standardUserDefaults] setBool:newOnboardingStatus
forKey:LMAppleWatchCommunicationKeyOnboardingComplete];
dispatch_async(dispatch_get_main_queue(), ^{
for(id<LMWCompanionBridgeDelegate> delegate in self.delegates){
if([delegate respondsToSelector:#selector(onboardingCompleteStatusChanged:)]){
[delegate onboardingCompleteStatusChanged:newOnboardingStatus];
}
}
});
}
}
Before including this onboarding-related code, my WatchKit extension was tested by over 100 people, without any troubles. I am using the exact same custom error dialogue that I was using before, just with a different string. I cannot for the life of me figure out what is causing this crash, and the ambiguity of it has given me very little to work with.
Any help would be greatly appreciated. Thank you very much for taking your time to read my post.
Edit: I just tried creating a symbolic breakpoint for exit(), which is never hit. If I call exit() myself, it calls the breakpoint, so I know the breakpoint itself is working.
I have a view with a bunch of UISwitch.
My problem is that when I tap on a switch I need to wait about 10 seconds before being able to tap any other switch of the view.
Here is my code :
-(void) didTapSwitch:(UISwitch *)sender
{
NSLog(#"BEGIN didTapSwitch, %#",sender);
DADudesManager *dudesManager = [DADudesManager getInstance];
DADude *updatedDude = [dudesManager.dudesList objectAtIndex:[[self.spendingDudesTableView indexPathForCell:sender.superview.superview] row]];
DAAccountManager *accountManager = [DAAccountManager getInstance];
[accountManager.accountsOperationQueue addOperationWithBlock:^{
NSLog(#"BACKGROUND OPERATION BEGINS switchDudeBeneficiates, %#",sender);
DASpendingsManager *spendingsManager = [DASpendingsManager getInstance];
[[spendingsManager.spendingObserver childByAppendingPath:self.spending.spendingID] updateChildValues:#{updatedDude.dudeName: [sender isOn] ? #"1" : #"0"}];
NSLog(#"BACKGROUND OPERATION ENDS switchDudeBeneficiates, %#",sender);
}];
NSLog(#"END switchDudeBeneficiates, %#",sender);
}
My spendingObserver is a Firebase object initiated before.
When the code above is executed, the NSLogs show almost instantaneously in the console, the data is updated online at the same time, but the switches don't react to any tap for another 9 to 11 secs.
Of course commenting the line [[spendingsManager.spendingObserver childByAppendingPath:self.spending.spendingID] updateChildValues:#{weakDude.dudeName: [weakSwitch isOn] ? #"1" : #"0"}]; removes the latency, so the problem must come from Firebase, but I have no clue what's going on.
I am probably missing something obvious as I'm pretty new to IOS development !
I can think couple of reasons.
You are sending the PayLoad in the main thread, which is causing the User INterface events to be suspended.
The code you ran, might be linked to other functions in the library you are using, that might be causing the lag.
TRY - >
try putting your code in an NSOperation and execute that. Or use GCD to do work on different thread just not the UI thread which is the main thead.
Step back and simplify. Make your switch code simply log the change in value. NSLog includes a timestamp, so you can tell when the switch events occur.
If do-nothing code responds quickly, as I suspect it will, then add log statements at the beginning and end of your switch action method. That way you can see if there is a delay between the beginning and end of the processing.
You could also run the app in instruments (time profiler) and see where your app is spending time.
i'm new in programming iOS and now I have got the problem that I couldn't get a iCloud connection if I run my app on a real device.
The app runs perfect on the simulator and also if I disconnect the device from my mac.
Have anybody an idea how I can fix it?
This is the code I have written to connect to the iCloud
self.fileManager = [NSFileManager defaultManager];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
self.ubiquityIdentifier = [self.fileManager URLForUbiquityContainerIdentifier:nil];
});
dispatch_async(dispatch_get_main_queue(), ^{
if(self.ubiquityIdentifier)
{
[[NSNotificationCenter defaultCenter] postNotificationName:kiCloudAvailableNotification object:self.ubiquityIdentifier];
[self startMediaQuery];
}
else
{
[[NSNotificationCenter defaultCenter] postNotificationName:kiCloudNotAvailableNotification object:self.ubiquityIdentifier];
NSLog(#"iCloud not available");
}
});
If the device is connected I only go in the else block and if I test it in the simulator or on a not connected device everything works fine.
Thanks a lot.
weissja19
Assuming that you're detecting failure because that NSLog prints its "iCloud not available" message, you're setting up a classic race condition here:
You set the value of self.ubiquityIdentifier on a global (non-main) queue.
You test the value self.ubiquityIdentifier on the main queue.
The two dispatch_async calls run on different queues. As a result, there's no guarantee that you're setting the value of self.ubiquityIdentifier before you test it. It will work sometimes, and fail at others, and not necessarily for any obvious reason. When you get the "iCloud not available" message, it's because the second queue checked the value before you assigned any value.
The fix is to change the dispatch calls so that you can guarantee the order of execution. Two possibilities are:
Combine these two dispatch_async calls so that all of the code happens on the same queue, or
Move the second dispatch_async inside the first, so that you don't dispatch back to the main queue until you've set a value for self.ubiquityIdentifier.
In trying to implement the Google Analytics SDK for iOS, I've run into two brick walls.
The first one is that after executing this code in application:DidFinishLaunchingWithOptions:
[[GANTracker sharedTracker] startTrackerWithAccountID:#"UA-XXXXXXX-YY"
dispatchPeriod:10
delegate:self];
[[GANTracker sharedTracker] setDebug:YES];
.. and then trying to track anything or call dispatch, no debug messages are logged whatsoever. I've added NSLog lines before and after tracking calls and the code is definitely being reached.
Secondly, when I do try and do a manual dispatch, it returns NO. All the other issues I've seen online are where dispatch returns YES but it's somehow not going through properly. What does one do if dispatch actually returns NO?
I've tried adding an NSError * reference to the track methods and those actually succeed (no error, function returns YES). But the events are definitely not being periodically dispatched, since we're seeing nothing on the GA account more than 24 hours later.
EDIT: I've also got NSLog calls in both of the delegate methods (hitDispatched: and trackerDispatchDidComplete:eventsDispatched:eventsFailedDispatch:), and neither of those are being called either.
i think you should check this to delegate method of GANTracker
- (void)trackerDispatchDidComplete:(GANTracker *)tracker
eventsDispatched:(NSUInteger)hitsDispatched
eventsFailedDispatch:(NSUInteger)hitsFailedDispatch{
//print or check number of events failed or success
}
//Delegate is set to 'nil' instead of class instance which implements the delegate methods.
[[GANTracker sharedTracker] startTrackerWithAccountID:#"UA-XXXXXXX-YY"
dispatchPeriod:10
delegate:nil];
In your case, assuming that UIApplicationDelegate may be implementing GANTrackerDelegate, the message call should set delegate as ' self '.
Cheers!! Amar.
Possibly the dispatch is relying on the calling thread's run loop - Is it possible you are running this from a secondary thread, one which might not exist by the time the dispatch is suppose to call you back?
You've not enabled dryRun have you? Double check with:
[[GANTracker sharedTracker] setDryRun:NO];
Also try dispatchSynchronous, it'll block as it's sending but might help with if things aren't on the same threads:
[[GANTracker sharedTracker] dispatchSynchronous];
Just've checked it from scratch, dispatch perfectly worked meaning
a) your device is somehow different (i still have unsolved crashes on the particular iPad's 3 from Apple tester's unresolved, so it wouldn't be a huge surprise)
b) your code is somehow different - and that's much easier for you to fix.
For the a) there's no advice but to test it against all the devices you might get, for the b) i could only say what worked for me:
downloaded 1.4 SDK here
got Google sample projects with git clone https://code.google.com/p/google-mobile-dev.analytics-end-to-end/
configured final/AnalyticsSample to launch, changed the source slightly
(trackEvent::::: were called from sample, app was restarted manually as there's zero time period requiring dispatch call)
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
[[GANTracker sharedTracker] startTrackerWithAccountID:kGANAccountId
dispatchPeriod:0
delegate:self];
NSLog(#"Dispatch%#", [[GANTracker sharedTracker] dispatch] ? #"ed Successfully": #" Failed");
[self.window addSubview:tabBarController.view];
[self.window makeKeyAndVisible];
return YES;
}
That's it, log says Dispatched Successfully, worth trying i guess.
cough
I'd misspelled the #define to start the tracker object in my app delegate. Other files were spelled correctly, hence the logging statements showing up, but when I tried to log just before the tracker was started it didn't show.
Oops. Well, at least there's a decent troubleshooting post for Google Analytics on SO now!