At first, YouTube videos run well. However, when the app enters the background thread, an empty screen appears. Even if the tableview is refreshed, the video screen does not return to normal, and the app must be restarted.
class HomeTableViewCell: UITableViewCell {
var disposeBag = DisposeBag()
var data = PublishRelay<ViewPost>()
var isLoaded = false
func bind() {
data.asDriver() { _ in .never() }
.drive(onNext: { [weak self] currentPost in
guard let self = self else { return }
if self.isLoaded == true {
self.videoContainerView.cueVideo(byId: currentPost.url, startSeconds: 0, suggestedQuality: .default)
}
else {
self.videoContainerView.load(withVideoId: currentPost.url)
self.isLoaded = true
}
......
} )
.disposed(by: disposeBag)
let videoContainerView: WKYTPlayerView = {
let videoContainerView = WKYTPlayerView()
videoContainerView.translatesAutoresizingMaskIntoConstraints = false
videoContainerView.clipsToBounds = true
videoContainerView.layer.cornerRadius = 15
return videoContainerView
}()
}
Related
In my swift code below right now the code saves 2 boolean values to a core data boolean value. The two values are true false. I would like the user to turn on the switch and have the 2nd value be true as well. So it would be true true. I am trying to do that in func alternate() but I dont know how to exactly effect a specific value. Looking for any kind of help.
import UIKit;import CoreData
class ViewController: UIViewController {
var lbl = UILabel()
var sw = UISwitch()
var checkmarkButton = UIButton()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
[ lbl,sw,checkmarkButton].forEach {
view.addSubview($0)
$0.translatesAutoresizingMaskIntoConstraints = false
$0.layer.borderWidth = 1
}
helpBool.shareInstance.saveBoolean(true)
helpBool.shareInstance.saveBoolean(false)
getBool(imageNo: 1)
}
func getBool(imageNo:Int) {
// first check the array bounds
let info = helpBool.shareInstance.fetchBool()
if info.count > imageNo {
// if info[imageNo].bool {
if info[imageNo].bool == true {
checkmarkButton.setImage(UIImage(named:"unnamed"), for: .normal);
}
if info[imageNo].bool == false {
checkmarkButton.setImage(nil, for: .normal);
}
// }
}
}
#objc func alternate(){
//fetch alternate
getBool(imageNo: 1)
if sw.isOn = true {
helpBool.shareInstance.saveBoolean()
}
else {
helpBool.shareInstance.saveBoolean()
}
}
}
class helpBool: UIViewController{
static let shareInstance = helpBool()
let context = (UIApplication.shared.delegate as! AppDelegate).persistentContainer.viewContext
func saveBoolean(_ boolean: Bool) {
let imageInstance = OnOff(context: context)
imageInstance.bool = boolean
do {
try context.save()
print("text is saved")
} catch {
print(error.localizedDescription)
}
}
func fetchBool() -> [OnOff] {
var fetchingImage = [OnOff]()
let fetchRequest = NSFetchRequest<NSFetchRequestResult>(entityName: "OnOff")
do {
fetchingImage = try context.fetch(fetchRequest) as! [OnOff]
} catch {
print("Error while fetching the image")
}
return fetchingImage
}
}
I have to cache images one by one passing them into an array.
When I configure Controller, I got array of images from API. Images I got using Animation, every 0.1 sec I got new Image. But when I got all of them, I need to use cached images instead of load them again
Some variables for help
private var imagesCount = 0
private var nextImage = 0
private var imagesArray: [String] = []
private var isAnimating = true {
didSet {
if isAnimating {
animateImage()
}
}
}
Here I configure VC, and do imagesArray = images, then I will use only my array of urls
func configureView(images: ApiImages) {
guard let images = images.images else { return }
imagesArray = images
imagesCount = images.count
imageView.setImage(imageUrl: images[nextImage])
nextImage += 1
animateImage()
}
When I start my animation. Every 0.1 I get new one image, but after the end of cycle I want to use cached images
func animateImage() {
UIView.transition(with: self.imageView, duration: 0.1, options: .transitionCrossDissolve) { [weak self] in
guard let self = self else { return }
self.imageView.setImage(imageUrl: self.imagesArray[self.nextImage])
} completion: { [weak self] _ in
guard let self = self else { return }
if self.nextImage == self.imagesCount - 1{
//here is end of cycle
self.nextImage = 0
} else {
self.nextImage += 1
}
if self.isAnimating {
self.animateImage()
}
}
}
I use kingfisher, so what options I have to put here??
extension UIImageView {
func setImage(imageUrl: String, completion: (() -> ())? = nil) {
self.kf.setImage(with: URL(string: imageUrl), options: [.transition(.fade(0.5)), .alsoPrefetchToMemory]) { result in
completion?()
}
}
}
Thank you!
I'm currently making a multiplayer game with GameKit. I want to create a waiting viewController while each player receive the array of players and what they selected for their character.
Here is my extension
extension LoadingViewController: GKMatchDelegate {
func sendData() {
guard let match = match else { return }
do {
guard let data = gameModel.encode() else { return }
try match.sendData(toAllPlayers: data, with: .reliable)
} catch {
print("Send data failed")
}
}
func match(_ match: GKMatch, didReceive data: Data, fromRemotePlayer player: GKPlayer) {
guard let model = GameModel.decode(data: data) else { return }
gameModel = model
}
}
My Override which waits until 2 players fill the gameModel
override func viewDidLoad() {
super.viewDidLoad()
Timer.scheduledTimer(withTimeInterval: 2, repeats: true) { timer in
self.setupPlayers()
if self.gameModel.players.count == 2 {
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "GameScene") as? GameScene {
scene.match = self.match
scene.gameModel = self.gameModel
scene.localPlayer = self.localPlayer
scene.size = view.bounds.size
scene.scaleMode = .resizeFill
// Present the scene
view.presentScene(scene)
timer.invalidate()
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
}
}
And the setupPlayers which is called each time to try adding a player and set his preferencies
private func setupPlayers() {
guard let player2Name = match?.players.first?.displayName else { return }
let player1 = Player(displayName: GKLocalPlayer.local.displayName)
let player2 = Player(displayName: player2Name)
var players = [player1,player2]
players.sort { (player1, player2) -> Bool in
player1.displayName < player2.displayName
}
if players.first?.displayName == GKLocalPlayer.local.displayName {
if gameModel.players.count == 0 {
players[0].index = .one
players[0].race = .orc
gameModel.players.append(players[0])
localPlayer = players[0]
sendData()
}
} else {
if gameModel.players.count == 1 {
players[1].index = .two
players[1].race = .human
gameModel.players.append(players[1])
localPlayer = players[1]
sendData()
}
}
}
However the scene does not appear when i'm doing simulations, I tried finding the bug and when the first player go in setup Players it works and gameModel.players.count is now 1 but the second player never receive it and his own gameModel stay to one
Does anyone know why ?
This is a hard one to explain as I'm not entirely sure what's going wrong here. In my AppDelegate I add an array of services to the app:
override var services: [ApplicationService] {
if UIApplication.isRunningUnitTests() {
return []
}
return [
SettingsService(),
TrackingApplicationService(),
NotificationApplicationService(),
AudioApplicationService(),
ConnectionService()
]
}
The connection service is the one I am interested in here. It looks like this:
import PluggableAppDelegate
import Connectivity
final class ConnectionService: NSObject, ApplicationService {
// MARK: - Helpers
private struct Constants {
static let containerHeight: CGFloat = 20
static let containerPadding: CGFloat = 20
static let statusCenterAdjustment: CGFloat = -1
static let statusFont: UIFont = .systemFont(ofSize: 15, weight: .semibold)
static let labelLines = 1
static let radiusDenominator: CGFloat = 2.0
static let animationDuration = 0.2
static let defaultAnchorConstant: CGFloat = 0
}
internal enum ConnectionStatus {
case connected
case disconnected
}
// MARK: - Properties
private let connectivity = Connectivity()
private let queue = DispatchQueue.global(qos: .utility)
internal var currentStatus = ConnectionStatus.connected
private var statusTopAnchor: NSLayoutConstraint?
private lazy var statusContainer: UIView = {
let container = UIView()
container.translatesAutoresizingMaskIntoConstraints = false
container.backgroundColor = UIColor.red
container.layer.cornerRadius = Constants.containerHeight / Constants.radiusDenominator
container.layer.maskedCorners = [.layerMaxXMaxYCorner, .layerMinXMaxYCorner]
container.isHidden = true
container.addSubview(statusLabel)
NSLayoutConstraint.activate([
statusLabel.centerYAnchor.constraint(equalTo: container.centerYAnchor, constant: Constants.statusCenterAdjustment),
statusLabel.leftAnchor.constraint(equalTo: container.leftAnchor, constant: Constants.containerPadding),
statusLabel.rightAnchor.constraint(equalTo: container.rightAnchor, constant: -Constants.containerPadding)
])
return container
}()
private lazy var statusLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
label.numberOfLines = Constants.labelLines
label.font = Constants.statusFont
label.textAlignment = .center
label.textColor = .white
label.text = Strings.common.user.noInternetConnection.localized
return label
}()
// MARK: - Lifecycle
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
DispatchQueue.main.async { [weak self] in
self?.prepareUI()
}
prepareConnectivityListener()
updateConnectionStatus(connectivity.status)
return true
}
// MARK: - Connectivity
func updateConnectionStatus(_ status: Connectivity.Status) {
switch status {
case .connected, .connectedViaWiFi, .connectedViaCellular:
updateLabelWith(connectionStatus: .connected)
case .notConnected, .connectedViaWiFiWithoutInternet, .connectedViaCellularWithoutInternet:
updateLabelWith(connectionStatus: .disconnected)
}
NotificationCenter.default.post(name: .connectivityStatusChanged, object: self.currentStatus)
}
// MARK: - Configuration
private func prepareUI() {
guard let window = UIApplication.shared.keyWindow else {
assertionFailure("We require a Window")
return // Don't setup in release if we hit this, no point
}
window.addSubview(statusContainer)
statusTopAnchor = statusContainer.topAnchor.constraint(equalTo: window.topAnchor, constant: -Constants.containerHeight)
guard let statusTopAnchor = statusTopAnchor else {
assertionFailure("Top anchor could not be build")
return
}
NSLayoutConstraint.activate([
statusTopAnchor,
statusContainer.centerXAnchor.constraint(equalTo: window.centerXAnchor),
statusContainer.heightAnchor.constraint(equalToConstant: Constants.containerHeight)
])
}
private func prepareConnectivityListener() {
let connectivityChanged: (Connectivity) -> Void = { [weak self] connectivity in
self?.updateConnectionStatus(connectivity.status)
}
connectivity.whenConnected = connectivityChanged
connectivity.whenDisconnected = connectivityChanged
connectivity.startNotifier(queue: queue)
}
private func updateLabelWith(connectionStatus: ConnectionStatus) {
if currentStatus == connectionStatus {
return // No need to update if we are the same state
} else {
currentStatus = connectionStatus
}
let topAnchorConstant: CGFloat = (connectionStatus == .connected) ? -Constants.containerHeight : Constants.defaultAnchorConstant
DispatchQueue.main.async { [weak self] in
DispatchQueue.main.async { [weak self] in
if connectionStatus != .connected {
self?.statusContainer.isHidden = false
}
self?.statusTopAnchor?.constant = topAnchorConstant
UIView.animate(withDuration: Constants.animationDuration,
animations: { [weak self] in
self?.statusContainer.superview?.layoutIfNeeded()
},
completion: { _ in
if connectionStatus == .connected {
self?.statusContainer.isHidden = true
}
})
}
}
}
}
So I'm using this service to check the connection status of the device and on the login view controller I display different warnings depending on the connection status.
However, my problem is is that the connection service is not functioning properly when the permissions pop up appears. As you can see from the ConnectionService class, an alert should be generated when the app is offline. Now because I am adding this connection service before the permissions are requested, the window briefly shows the alert, but as soon as the permissions alert appears, it disappears.
Furthermore, you can see in ConnectionService.swift I have a listener set up:
NotificationCenter.default.post(name: .connectivityStatusChanged, object: self.currentStatus)
I'm listening for this in the subsequent viewController which triggers this method:
#objc private func connectivityChanged(notification: Notification) {
if notification.object as? ConnectionService.ConnectionStatus == .connected {
deviceConnected = true
} else {
deviceConnected = false
}
}
This in turn triggers a UI change:
private var deviceConnected: Bool = true {
willSet {
DispatchQueue.main.async {
if newValue == true {
self.tabBarItem.image = #imageLiteral(resourceName: "retrieve_completed")
self.errorLabel?.isHidden = true
} else {
self.tabBarItem.image = #imageLiteral(resourceName: "retrieve_offline")
self.errorLabel?.isHidden = false
self.errorLabel?.text = Strings.eHandshake.warning.deviceOffline.title.localized
}
}
}
}
When permissions have already been granted and therefore the app launches without requesting permission, this works fine, but when the permissions alert appears, this seems to break this part of the logic.
To be clear the services var is initially declared here:
public protocol ApplicationService: UIApplicationDelegate {}
extension ApplicationService {
public var window: UIWindow? {
return UIApplication.shared.delegate?.window ?? nil
}
}
open class PluggableApplicationDelegate: UIResponder,
UIApplicationDelegate {
public var window: UIWindow?
open var services: [ApplicationService] { return [] }
internal lazy var _services: [ApplicationService] = {
return self.services
}()
#discardableResult
internal func apply<T, S>(_ work: (ApplicationService, #escaping (T) -> Void) -> S?, completionHandler: #escaping ([T]) -> Swift.Void) -> [S] {
let dispatchGroup = DispatchGroup()
var results: [T] = []
var returns: [S] = []
for service in _services {
dispatchGroup.enter()
let returned = work(service, { result in
results.append(result)
dispatchGroup.leave()
})
if let returned = returned {
returns.append(returned)
} else { // delegate doesn't implement method
dispatchGroup.leave()
}
}
dispatchGroup.notify(queue: .main) {
completionHandler(results)
}
return returns
}
}
Any help with this would be much appreciated.
I want to check if the user is a admin or not. If the user is a admin, I want to show a bar button. If not, the bar button should be hidden.
I call the following code in viewDidLoad:
#IBOutlet weak var beitraegeMelden: UIBarButtonItem!
var admin = false
func setupBarButton() {
observeAdmin()
if admin == true {
self.beitraegeMelden.isEnabled = true
self.navigationItem.rightBarButtonItem = self.beitraegeMelden
} else {
self.beitraegeMelden.isEnabled = false
self.navigationItem.rightBarButtonItem = nil
}
}
func observeAdmin() {
guard let currentUserUid = UserApi.shared.CURRENT_USER_ID else { return }
let REF_ADMIN = Database.database().reference().child("users").child(currentUserUid).child("admin")
REF_ADMIN.observeSingleEvent(of: .value) { (admin) in
let adminRecht = admin.value as? Bool
if adminRecht == true {
self.admin = true
} else {
self.admin = false
}
}
}
Here my database structure of the actually logged in user:
users
currentUid
admin: true
The admin value never gets true.
Thanks in advance for your help!
You need a completion as the call to firebase is asynchronous
func observeAdmin(completion:#escaping((Bool) -> () )) {
guard let currentUserUid = UserApi.shared.CURRENT_USER_ID else { return }
let REF_ADMIN = Database.database().reference().child("users").child(currentUserUid).child("admin")
REF_ADMIN.observeSingleEvent(of: .value) { (admin) in
completion( (admin.value as? Bool) ?? false )
}
}
Call
observeAdmin { (res) in
self.beitraegeMelden.isEnabled = res
self.navigationItem.rightBarButtonItem = res ? self.beitraegeMelden : nil
}