iOS 16 barcode not scanning properly - swift

I've a QR code & barcode scanning native iOS app which was working properly before iOS 16. After iOS 16 release, the bar code scanning happens only when positioning the bar code at the bottom part of the rectOfInterest.
Right now I've defined the metadatObjectTypes as below:
captureMetadataOutput.metadataObjectTypes = [.qr, .ean13, .ean8, .aztec, .upce, .code39, .code39Mod43, .code93, .upce, .interleaved2of5, .itf14, .code128, .pdf417]
But the bar code scanner is working properly (it scans everywhere inside the rectOfInterest) if we set scanner's metadataObject type omitting QR code type (.qr) as below but it results in not scanning the QR code.
Have referred the below two links where they are trying to scan either of the bar codes but not both types:
https://developer.apple.com/forums/thread/714341
https://developer.apple.com/forums/thread/715055
As I couldn't find the solution for this issue, someone kindly suggest the possible fix for scanning both QR and barcode types.

Related

how to scan bar code specific format flutter

How can disable QR code and scan only bar code type in flutter. In flutter bar code it is also scanning QR code then can disable QR code scanning
I have tried with scanner package but it is scanning QR code with bar code. I want to scan only qr code
try this package for both QR code and barcode ai_barcode

Unity WebGL Mobile browser workaround and keyboard input fix?

Hey everyone so I read that unity doesn't really support mobile browsers for WebGL games. im using 2020.1.4.And sure enough, the game gets a bit distorted by not being scaled properly. it's like the camera is bigger so it shows on the screen that blue color. I tried some things, setting width and height to auto or removing config.devicePixelRatio = 1; as suggested by a friend but nope! still looks horrible! And if that wasn't enough the keyboard doesn't show up when clicking on form fields. i tried this one
https://github.com/eforerog/keyboardMobileWebGLUnity
which displayed an error when pressed on and this one
https://github.com/dantasulisses/WebMobileInputFix which just didn't even compile!
Any ideas, please?
I did my research and tried every plugin I could find. I used Unity 2020.3.28f1 and tested both on Android-phone and iPhone.Here is my report.
These plugins don't work:
https://unitylist.com/p/f58/Unity-webgl-inputfield
https://github.com/eforerog/keyboardMobileWebGLUnity
https://github.com/dantasulisses/WebMobileInputFix
This plugin works, but you should use different settings for IOS and Android on same input field game object. If you use "prompt", it works for IOS only, and "overlay" works for Android only. Look for documentation in page:
https://github.com/unity3d-jp/WebGLNativeInputField
And this plugin works best at the moment. Yes, it is a bit ugly though, but it works.
https://github.com/kou-yeung/WebGLInput
And there is a fix for Unity 2021 for it:
https://github.com/kou-yeung/WebGLInput/releases/tag/1.0
There's a keyboard that overlays, when using it you just need to tap the notification to access it and then click the "back" button to hide it https://play.google.com/store/apps/details?id=com.fishstix.gameboard
I made this project that simply recreates a keyboard using buttons in unity.
I implemented it in a WebGL build successfully.
https://github.com/thetimeste/WebGL-Build-Keyboard-Unity.git
I would recommend using the native js window.prompt() fields as of writing. They have great cross-platform support, allow for extra features like special characters, emojis, copy and paste etc. and are pretty easy to set up. Once (or honestly if ever) Unity adds their own reliable implementation you can easily remove this lightweight implementation.
Create a .jslib file that has a function opening a window.prompt(description, currentText)
Return the result at the end of that function back to a unity object with a recipient script
Make a derivation from Unity's event system overwriting the OnApplicationFocus(bool focus) function (leaving it empty), to fix a sneaky Chrome Android bug.
That's it. The result should look something like in this demo: https://pop.demo.neoludic.games
If you want to save some development time on a feature that really should just be native in Unity, you can also check out my plugin based on the method above. https://neoludic-games.itch.io/pop-input
I also need to enable mobile virtual keyboard for running webgl on mobile device.
I've tried the code from your mentioned url. It gives you some idea on how to do
it, but the code are totally buggy and unusable. Now I am trying to implement it
by myself.

Swift WKWebView continuous spell checking

We have an embedded HTML form type editor in a macOS app that needs to be filled by the user. We are using WKWebView with Swift and it's all working fine but we are not able to get the spell check working in WKWebView. I mean it does work and corrects some words but doesn't show red dotted underline on misspelled words like WebView.
WebView shows dotted redline where WKWebView does not. Found that WebView has property as isContinuousSpellCheckingEnabled but no such property is available in WKWebView.
My simple requirement to highlight misspelled words, please help if there's anything available.
I did not found it yet: so far no such property is available in WKWebView.
From apple
Description Daniel Bates 2018-08-21 11:23:20 PDT
We should render misspelled words with the spelling correction dots in
iOS WebKit (i.e. when using WKWebView). Currently we only support this
in iOS WebKit Legacy (i.e. when using UIWebView).

ZXing only recognizes QR-Code

I am trying to develop a barcode scanner for google glass (don't judge) using the ZXing library.
Scanning QR-Codes works perfectly fine, but I can't scan any 1D-barcodes.
This is my code:
Intent intent = new Intent(this, CaptureActivity.class);
//intent.putExtra("SCAN_MODE", "PRODUCT_MODE"); //doesn't work with or without this line
startActivityForResult(intent, SCAN_REQUEST);
Here is an example (EAN-8):
Scanning this with a scanner from the PlayStore works on my phone, but not using my app on the glass.
I found a workaround for my problem in the DecodeRunnable.java.By adding BarcodeFormat.EAN_8 to the list in the code below I was able to scan the barcode.
DecodeHandler() {
hints = new EnumMap<>(DecodeHintType.class);
hints.put(DecodeHintType.POSSIBLE_FORMATS,
Arrays.asList(BarcodeFormat.AZTEC, BarcodeFormat.QR_CODE, BarcodeFormat.DATA_MATRIX));
}
You are wellcome to post your answers, because I believe there is a better way to solve this.

Xcode: URL Types: Icon?

The Xcode docs, explain that the CFBundleURLIconFile key contains the name of the icon image file (minus the extension) to be used for displaying URLs of this type.
My remaining questions are:
What icon image should I use? Like, if the URL type is for another app, should I use that app's app icon?
What size(s)? If many sizes, how do I name them so that the sizes are used correctly?
Where is it displayed? I'm wondering for an iPhone app.
Apple does not specify this specifically, but my interpretation is that it should be an Icon representing the application which should/will open/handle URLs of this type.
On OS X, the normal approach would be to use an Icon File (.icns). I suspect you should try that on your iOS app. If that doesn't work, duplicate the naming scheme of the the standard app icon files.
Try viewing a PDF in Safari on iOS. If you have iBooks, it should show a button saying "Open in iBooks" and shows an icon next to it. This icon is the icon you would be setting.
I hope this is thorough enough to answer your questions. If not, please explain what needs clarification.