error 'null' when inserting mail signature iphone - iphone

i made an image on my computer that I want to use as a e-mailsignature (outlook and iphone).
In outlook it works fine.
To install on my iphone, I sent the an mail to myself -> copy -> shake iphone -> undo.
When I open a new mail on my iphone I keep receiving the errror message 'null' where the image should be?
I have been searching for hourse on forum's, but cant find an immediate solution. I always come back on the shake function, which I used.
Any ideas?
Thanks!!

I had the same issue with a .jpg file. I exported to be a .png and it worked with that for some reason.

Related

App rejected because of external-accessory value in the UIBackgroundModes key

I accidentally turn on External accessory option in background modes and send the build to app store connect and after that, I receive the message which I show in image below,
after I uncheck the option (image attached) and send new build, and again I received the same message, what can I do now?
First, verify that you've actually sent the build you meant to. You probably have, but it's easy sometimes to not build what you think you built. Go to Window>Organizer, find the archive that you sent, Show in Finder, Show Package Contents, and check the Info.plist.
If everything looks fine, click the "Submit an appeal" link that Apple gives you to explain the issue. That's why there's a link.

Disallow users to download stickers from iMessage extension/app

I am creating an iMessage extension. When the user sends the sticker from my app in iMessage it(sticker) becomes available as an attachment(i button in iMessage conversation -> Images section). I do not want users to be able to download a sent sticker.
I have tried different ways to send a sticker:
iMessage app using StickerView
Send a sticker with MSConversation.insert using MSMessages, MSStickers, Attachments. Only MSMessages don't allow the users to downloaded the sticker.
But I also need to be able to send a gif(it is not possible using MSMessages.MSMessagesTempletaLayout).
I have seen that the gifs without ability to download them work in Crossy Road iMessage extension so it is possible
Please give me some advise how can I do that?
As I told since I’m using MSConversation I cannot use MSStickerView. While investigating the issue I have tried all possible ways to send this gif via MSConversation, but they didn’t work. The gif was sent but it was available to download.
The answer:
I was really shocked and disappointed when found the problem.
All the time I was using simulator to test this. When I launched the app on my device - it worked! Have no idea why Apple made the stickers available to download in simulator. So actually the answer is - Test iMessage Apps only on a device.
P.S. It doesn’t look like a real answer but I hope it will be helpful for someone

WKExtension.sharedExtension().openSystemURL() prompting when it shouldn't

I am developing an extension of an iPhone App for Apple Watch (written in Swift running WatchOS2.2, Xcode 7.3, testing on a physical device)
I am running into an issue where I expect no prompt/confirmation on the Apple Watch when calling the tel schema for the following function:
WKExtension.sharedExtension().openSystemURL(NSURL(string:"tel:1231231234"))
I am not calling the telprompt function as my understanding is that this is not supported directly by Apple however it seems to be behaving as if it is telprompt. Interestingly enough, telprompt doesn't work.
I am expecting this to directly call the phone number without the prompt on the Apple Watch, however it is first prompting the user displaying a Cancel button on the top left, the number in the middle of the screen, and a Call button at the bottom. This also doesn't appear to be picking up the localization on the system (french for example) so it is always displaying Cancel and Call in English.
Image of Cancel, Number, and Call being prompted when French in the system language
Has anyone else encountered this issue? I haven't found much talk about it on the web. Or is this a known issues? Again, I don't see any bugs reported for it.
Fix Found for the Localization - See Below
Interestingly enough I was able to get the localization working.
The fix for it was that my Target for my Watch and WatchExtension needed to be checked off for my Launch Images (or splash screen images, or commonly left as "default.png"). Previously my Launch Images were for the app Target only.
I have no idea why the localization seemed to be require my launch images be added to the Watch and WatchExtension targets.
This did not resolve the prompting as it still took place - however since it was at least presenting the correct language this was good for us.

ALAssetsLibrary ALAssetsLibraryDataUnavailableError

I'm trying to make sure to cover all my bases with regard to ALAssetsLibrary failing for whatever reason. In looking through the possible errors that could occur when calling:
- (void)enumerateGroupsWithTypes:usingBlock:failureBlock;
i noticed that ALAssetsLibraryDataUnavailableError, but there isn't much information about what might cause this. I want to show an error screen accordingly.
Any insight would be appreciated. Thanks!
I encountered the ALAssetsLibraryDataUnavailableError in 3 cases:
When using the simulator and switching between iPhone and iPad simulator.
On the device, when the photo library was corrupt or in an inconsistent state.
After performing an iOS upgrade without having synced to iTunes.
I would recommend to display a message to the user, you run into this error, recommending:
1. To open the photos app...this usually fixes an inconsistent library.
2. If that doesn't help to reboot the Device and sync with iTunes one time.
Cheers,
Hendrik
Ok I found out another peculiar circumstance where this error appears:
Trying to save an UIImage to photo roll/photo album using UIImageWriteToSavedPhotosAlbum.
iOS asks the user for permission to access the photo library - the user denies(!)
In the completionSelector, the supplied NSError then contains ALAssetsLibrary ALAssetsLibraryDataUnavailableError.
You would think that the error would be something else like ALAssetsLibraryAccessUserDeniedError or ALAssetsLibraryAccessGloballyDeniedError. But it's not. It's just ALAssetsLibraryDataUnavailableError.
This was tested on iPhone 5, iOS 6.0.1. Maybe it's not an error, or it is and they will fix it someday.
Anyway, the "fix" is to have the user go into Settings→Privacy→Photos→have your app turned on here. The localized fix suggestion message is WRONG - it suggest to open the Photos app. No other information about the error given. Anyway, the user should probably know that he/she pushed the "Deny" button - still they might have done so by mistake and later they would have no idea what is going on.

iphone- error in uploading app at device anywhere studio

I'm trying to upload an iphone application to device anywhere studio.
But when im clicking on the "Data cable" button to deliver my application, it gives me this error:
Unable to upload application(error code:ensemble_error_unknown_error).
I'm following all steps correctly as given in this forum post
Where im gonig wrong?
you have to send the zip file to device anywhere friend. have you ever work before on device anywhere ?? first you have to allocate or reserve a device then that zip is added to your application so you can test it..
Were you able to resolve the issue, for the error, you need to configure/update your ensemble server address in Device Anywhere Studio. Get in touch with the customer support to check for the ensemble server address you are using is correct.
-Prasad