WatchOS gyro calibration interrupted - swift

I implemented some shake gesture in my WatchOS app (repo here: https://github.com/ezefranca/WatchShaker) and it was working, but I am now getting the following error in debugger:
[Gyro] Manually set gyro-interrupt-calibration to 800
what does this mean and how do I fix it?
the watchShaker(didShakeWith:) function should run when the watch is shaken, but it is not running
override func awake(withContext context: Any?) {
super.awake(withContext: context)
}
var shaker:WatchShaker = WatchShaker(shakeSensibility: .shakeSensibilityNormal, delay: 0.2)
override func willActivate() {
super.willActivate()
shaker.delegate = self
shaker.start()
getRandomNumbers()
}
override func didDeactivate() {
super.didDeactivate()
shaker.stop()
}
extension OneDiceController: WatchShakerDelegate {
func watchShaker(_ watchShaker: WatchShaker, didShakeWith sensibility: ShakeSensibility) {
self.getRandomNumbers()
}
func watchShaker(_ watchShaker: WatchShaker, didFailWith error: Error) {
print(error.localizedDescription)
}
}

Hi #noahbino I found the problem, looks like these happens when the Watch have Gyro sensors support. Following the #grimxm tip here in this answer in the version 1.0.1 I fixed that.
Thank you.

Related

Key down event handler running multiple times in Swift

I am trying to do something when a given key is pressed in a macOS App. First, I ran into a problem where the keyDown event was detected multiple times on each press, therefore executing the handler multiple times. As per a suggestion, I added code to check whether the event is a repeat and it seemed to work at the time. However, this solution seems to work only some of the time, other times the event is getting detected multiple times. Also, I can't seem find a pattern in situations when it works and when it doesn't.What might be the problem and how could I fix it.
Code:
override func viewDidLoad() {
super.viewDidLoad()
NSEvent.addLocalMonitorForEvents(matching: .keyDown, handler: checkKeyDown(event:))
}
func checkKeyDown(event: NSEvent) -> NSEvent{
if event.isARepeat == false{
if event.keyCode == 36{
print("Hello World!")
}
}
return event
}
Removing the event monitor when the window closes seems to have fixed this issue.
var numKeyDown : Any?
override func viewDidLoad() {
super.viewDidLoad()
numKeyDown = NSEvent.addLocalMonitorForEvents(matching: .keyDown, handler: checkKeyDown(event:))
}
override func viewWillDisappear(){
if let numMonitor = self.numKeyDown {
NSEvent.removeMonitor(numMonitor)
}
}
func checkKeyDown(event: NSEvent) -> NSEvent{
if event.isARepeat == false{
if event.keyCode == 36{
print("Hello World!")
}
}
return event
}

Can't get QuickLook to work when trying to preview files

I am writing a macOS application with Swift using story boards. I have a NSTableView which contains files that I want the user to be able to preview via QuickLook.
I seemingly have everything in place and my code looks very similar to what has been described here: QuickLook consumer as a delegate from an NSViewController, but I keep getting the error
-[QLPreviewPanel setDataSource:] called while the panel has no controller - Fix this or this will raise soon.
See comments in QLPreviewPanel.h for -acceptsPreviewPanelControl:/-beginPreviewPanelControl:/-endPreviewPanelControl:.
I've been trying to adapt the solution of above post to my situation with Swift and story boards.
The main pieces are:
import Quartz
class ViewController: NSViewController, QLPreviewPanelDataSource, QLPreviewPanelDelegate {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let windowNextResponder = self.view.window?.nextResponder
self.view.window?.nextResponder = self
self.nextResponder = windowNextResponder
}
// *** Quicklook stuff ***
#IBAction func quickLookButtonAction(_ sender: Any) {
guard qlPanel != nil else {
return
}
if qlPanel!.currentController == nil {
print ("No controller")
//qlPanel!.windowController = self.view.window?.windowController
// qlPanel!.updateController()
} else {
print (qlPanel!.currentController)
}
qlPanel!.delegate = self
qlPanel!.dataSource = self
qlPanel!.makeKeyAndOrderFront(self)
}
func numberOfPreviewItems(in panel: QLPreviewPanel!) -> Int {
return CSVarrayController.selectedObjects.count
}
func previewPanel(_ panel: QLPreviewPanel!, previewItemAt index: Int) -> QLPreviewItem! {
let file = CSVarrayController.selectedObjects[index] as! CSVfile
return file.url as NSURL
}
override func acceptsPreviewPanelControl(_ panel: QLPreviewPanel!) -> Bool {
return true
}
override func beginPreviewPanelControl(_ panel: QLPreviewPanel!) {
panel.dataSource = self
panel.delegate = self
}
override func endPreviewPanelControl(_ panel: QLPreviewPanel!) {
panel.dataSource = nil
panel.delegate = nil
}
}
With or without messing with the responder chain I get the error.
The delegate functions all get called as expected as well.
Remove
qlPanel!.delegate = self
qlPanel!.dataSource = self
in quickLookButtonAction, the viewcontroller isn't in control yet. Wait for beginPreviewPanelControl.
From the documentation for currentController:
You should never change the preview panel’s state (its delegate, datasource, and so on) if you are not controlling it.
From comments in QLPreviewPanel.h for -beginPreviewPanelControl::
Sent to the object taking control of the Preview Panel.
The receiver should setup the preview panel (data source, delegate, binding, etc.) here.

Swift - ReSwift Subscribe to multiple substates

i am using ReSwift in my project to get a nice and clean redux architecture.
As i am not interested in the whole state i just subscribe to two substates for my viewcontroller:
extension ViewController: StoreSubscriber {
override func viewWillAppear(_ animated: Bool) {
store.subscribe(self) {
$0.select {
($0.subStateA, $0.subStateB)
}
}
}
override func viewWillDisappear(_ animated: Bool) {
store.unsubscribe(self)
}
func newState(state: (subStateA: SubStateA, subStateB: SubStateB)) {
print("test")
}
}
What happens:
My newState method is called every time any update happens to the store.
For example if i update subStateC it still triggers
func newState(state: (subStateA: SubStateA, subStateB: SubStateB)) {}
Can anybody explain why this happens?
Thanks and Greetings!
You can use skipRepeats after select invocation.
This problem is when you need only update state if substate was changed, using skipRepeats you can put a check if this is true you will skip the update, look this code to try to understand.
Example Code
This is a simple code about a state with navigation state and we want update state when navigation state change.
store.subscribe(self) { (subscriber:Subscription<State>) -> Subscription<RoutingState> in
subscriber.select({ (state:State) -> RoutingState in
return state.routing;
}).skipRepeats({ (oldRoutingState, newRoutingState) -> Bool in
return oldRoutingState.navigationState == newRoutingState.navigationState
})
}
This code will prevent call newState if nothing change in your filter.
I hope was helpful
Just do not subscribe whole ViewController or your ViewModel to states.
You can make subclasses (for example DataProvider) - subscribers for each state you need.
ViewController: UIViewController {
let dataProviderA = DataProviderA()
let dataProviderB = DataProviderB()
func viewDidLoad() {
super.viewDidLoad()
store.subscribe(self.dataProviderA) { $0.select { state in state.subStateA }. skipRepeats() }
store.subscribe(self.dataProviderB) { $0.select { state in state.subStateB }. skipRepeats() }
}
}
and your dataProviders must be StoreSubscribers of course:
class DataProviderA: StoreSubsciber<SubStateA> {
func newState(state: SubStateA) {
handle(state)
}
}
class DataProviderB: StoreSubsciber<SubStateB> {
func newState(state: SubStateB) {
handle(state)
}
}
I trust this is right approach - each object handle single state. Cheers!

use a slider while pressing button swift

Using Xcode 8, Swift 3 and Interface Builder with Storyboards and a very basic view controller featuring only a button (Play) and a slider (volume).
I'm trying to use my NSSlider while pressing a button at the same time. For instance, I need to be able to keep pressing "Play" while slowly lowering the volume. What happens instead is that only one button can be in use at a time. So, as long as I am pressing "Play" using the return key, I can't adjust the volume and vice versa.
In this example, the Play button is triggered by the "return" key.
Here is the code in ViewController.swift. This is just an example app I created quickly to study the problem.
Is there an Interface Builder setting on the NSSLider that I am missing, or can I do something in my code to achieve what I am trying to do?
import Cocoa
import AVFoundation
class ViewController: NSViewController {
var audioPlayer = AVAudioPlayer()
var sliderValue: Float = 0
#IBOutlet weak var volumeSliderOutlet: NSSlider!
override func viewDidLoad() {
super.viewDidLoad()
do{
audioPlayer = try AVAudioPlayer(contentsOf: URL.init(fileURLWithPath: Bundle.main.path(forResource: "bell ding", ofType: "wav")!))
}
catch {
print(error)
}
audioPlayer.prepareToPlay()
// Do any additional setup after loading the view.
}
#IBAction func playButtonAction(_ sender: NSButton) {
if audioPlayer.isPlaying {
audioPlayer.currentTime = 0.0
audioPlayer.play()
} else {
audioPlayer.prepareToPlay()
audioPlayer.play()
}
}
#IBAction func volumeSliderAction(_ sender: NSSlider) {
if audioPlayer.isPlaying {
sliderValue = self.volumeSliderOutlet.floatValue
audioPlayer.volume = sliderValue
} else {
return
}
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}
I've also tried this, based on advice from #inspector_60, but it doesn't work either. Still can't handle the slider while continuing to press the shortcut key for the button "return".
override func keyDown(with event: NSEvent) {
if (event.keyCode == 36) {
self.playButtonAction(nil)
}
else {
return
}
}
func playButtonAction(_ sender: NSButton?) {
if audioPlayer.isPlaying {
audioPlayer.currentTime = 0.0
audioPlayer.play()
} else {
audioPlayer.prepareToPlay()
audioPlayer.play()
}
}
IBAction are UI events so not suitable for multiple simultaneous clicks (you have only one mouse pointer). Use handling key events in order to handle keyboard events for simultaneous actions.
You need to also implement the mouse events, these links should help:
Apple document about mouse events and specifically Filtering Out Key Events During Mouse-Tracking Operations
This stack overflow answer on how to implement this approach
This post that will give you more information and example - Ron's answer links to a question not that different from yours

Very slow communication between apple watch and iPhone

I have wrote a very basic Xcode project that contains 3 targets:
- iOS target
- WatchKit app
- WatchKit extension
First of all, i do not understand why Xcode creates a second target (extension) for WatchKit app ? It seems that WatchKit app contains storyboard, and WatchKit extension contains swift code (controllers). Is there a particular reason for Xcode to design and split 2 targets instead of one single ?
Look at this very basic piece of code:
iOS controller:
override func viewDidLoad()
{
super.viewDidLoad()
if WCSession.isSupported()
{
let session = WCSession.default()
session.delegate = self
session.activate()
}
}
#IBAction func on_btn_tap(_ sender: Any)
{
if WCSession.isSupported()
{
let session = WCSession.default()
session.sendMessage(["mykey": "myvalue"], replyHandler: { (response) -> Void in
NSLog("OK")
}, errorHandler: { (error) -> Void in
NSLog("Error)
})
}
}
On watch extension (InterfaceController.swift):
override func awake(withContext context: Any?)
{
super.awake(withContext: context)
if WCSession.isSupported()
{
let session = WCSession.default()
session.delegate = self
session.activate()
}
}
extension InterfaceController: WCSessionDelegate
{
func session(_ session: WCSession,
activationDidCompleteWith activationState: WCSessionActivationState,
error: Error?)
{
}
func session(_ session: WCSession, didReceiveMessage message: [String : Any], replyHandler: #escaping ([String : Any]) -> Void)
{
self.btn.setBackgroundColor(UIColor.yellow)
}
}
As you certainly understand, i have a button on my iOS App. When i tap on this button, i send a message to Watch App and this app will change a button color.
There is a delay of about 5-6 seconds between the button tap on the iPhone and the color change. Do you know why ?
In the other communication side (watch to iPhone), it is worst (10-15 seconds)
Thanks
Since you are updating your UI you need to wrap it in a DispatchQueue, like this:
DispatchQueue.main.async {
self.btn.setBackgroundColor(UIColor.yellow)
}
These delegate callbacks are not on the main thread and you should never update your UI from any other thread than the main thread. Wrapping it like this results in much faster updating of your UI and safer code.