I am implementing universal deep linking in my app. When I registered my different domains, it creates an AppName.entitlements file
I would like to read the values of this file like a plist.
I tried
if let path = NSBundle.mainBundle().pathForResource("AppName", ofType:
"entitlements") { }
but it returns nil
Is it possible to read such files?
That file isn't copied in to your app (see Xcode's target checkbox). It is only used for building
the entitlements are a config file for Xcode
so: no
The solution I found:
add the appGroup into Info.Plist file
<key>appGroup</key>
<string>group.com.acronis.mobile.ios.development</string>
To read the string use the code below:
extension String {
// MARK: - Static
static var appGroup: String = {
guard let bundleAppGroup = Bundle.main.infoDictionary?["appGroup"] as? String else {
fatalError("The application must contain appGroup in Info.plist file")
}
return bundleAppGroup
}()
}
Change the entitlements and Info.plist at before build time using your custom script if needed.
I dove into this subject a bit and it is actually quite simple.
You use a run script to grab the entitlements and merge it into Info.plist:
ENTITLEMENTS= # Path to Project.entitlements #
INFOPLIST= # Path to Info.plist #
echo "Writing entitlements to Info.plist";
KEY="entitlements-from-script";
/usr/libexec/PlistBuddy -c "delete $KEY" "$INFOPLIST";
/usr/libexec/PlistBuddy -c "add $KEY dict" "$INFOPLIST";
/usr/libexec/PlistBuddy -c "merge $ENTITLEMENTS $KEY" "$INFOPLIST";
Now you can use it in code:
let entitlements = Bundle.main.infoDictionary?["entitlements-from-script"]
While looking into this I found the following blog post
https://medium.com/swlh/reading-application-entitlements-with-swift-65cff184e840
where #mateuszmatrejek explains how to parse the binary file at run time to extract the entitlements.
This approach is very low level and complex. The key advantage I see with this approach is if you are working on a framework or library this would work to read the entitlements of the app which is using importing your lib or framework.
Related
I need a way of checking when a file was last opened. I tried by creating a custom FileAttributeKey and setting that to the current Date, but when I go to open the file again the attribute does not exist:
private let key = FileAttributeKey(rawValue: "lastOpenedAt")
do {
try FileManager.default.setAttributes(
[key: Date()],
ofItemAtPath: videoNameDirectoryPath
)
} catch {
Log.error(error.localizedDescription)
}
So now I am resorting to using the modification date key to say when I last opened the file, it is not ideal so I am wondering if there is a better way to do this
setAttributes doesn't support custom attributes, you can only use the documented ones.
To set your own attributes, you may use xattr as described in this question:
Write extend file attributes swift example
If you're lucky, you may use kMDItemLastUsedDate from Spotlight aka MDItem as described in the documentation archive of File Metadata Attributes.
How can the original target path be programatically retrieved when the alias fails to resolve?
do {
let resolutionOptions: URL.BookmarkResolutionOptions = [
.withoutUI, .withoutMounting
]
let _ = try URL(resolvingAliasFileAt: fileURL, options: resolutionOptions)
}
catch _ {
// since non-resolvable, then retrieve & print original target string
}
The existing StackOverflow question "Getting alias path of file in swift" does not cover original target path retrieval for the situation of a non-resolvable alias.
The information would seem to be available somehow because the Finder GUI Get Info will still show the Original: /Some/Path even if the original is not found or available.
Also, mdls metadata listing did not provide the original target path.
I think you can load the bookmark data using URL.bookmarkData(withContentsOf:), then use resourceValues(forKeys:fromBookmarkData:) with [.pathKey] as the keys. Then, query the path of the returned URLResourcesKey object.
I made a word game app for android in Unity, where the player has to find a word from a category previously loaded to the game.
The way I load the categories is:
There is a folder named Categories, inside Assets, I run through the folder and read each text file as a category.
The categories are stored in a dictionary where the key is name the of the file and the value is every line of the file as an array element.
It worked well on the PC however no luck on android. Tried changing the path to
"public string categoriesDirectoryPath = Application.persistentDataPath +"Categories";" still does not work.
Original path was "Assets/Categories"
Code for initiating the dictionary with the file values is (Happens on GameManager's Awake()):
private Dictionary<string, string[]> createCategories(string directoryPath)
{
Dictionary<string, string[]> categories = new Dictionary<string, string[]>();
string[] categoryPaths = Directory.GetFiles(directoryPath);
foreach (string path in categoryPaths)
{
if (!path.EndsWith("meta")) {
Debug.Log(path);
string categoryName = Path.GetFileNameWithoutExtension(path);
Debug.Log(categoryName);
string[] categoryData = File.ReadAllLines(path).ToArray();
categories.Add(categoryName, categoryData);
}
}
return categories;
}
Is there a way of iterating the folder and reading the text files that were in Assets/Categories after building the APK?
Is there a way of iterating the folder and reading the text files that
were in Assets/Categories after building the APK?
No.
If you want to access from the project, in a build, you have two options:
1.Put the file a folder named "Resources" then use the Resources to read the file and copy it to the Application.persistentDataPath path. By copying it to Application.persistentDataPath, you'll be able to modify it. Anything in the "Resources" is read only.
2.Put the file in the StreamingAssets folder then use UnityWebRequest, WWW or the System.IO.File API to read it. Atfer this, you can copy it to the Application.persistentDataPath.
Here is a post with code examples on how to do both of these.
3.AssetBundle(Recommended due to performance and loading reaons).
You can build the file as AssetBundle then put them in the StreamingAssets folder and use the AssetBundle API to read it.
Here is a complete example for building and reading AssetBundle data.
I've never messed with iOS so this is all new to me. I'm trying to import SQLClient into an an existing Xcode project. (I need to fire off an INSERT from the iOS app.)
https://github.com/martinrybak/SQLClient
I've tried both installation methods listed by Martin via cocoapods and manual but I can't get either to work.
For option #1) everything worked fine until I tried pod install and was met with
Analyzing dependencies
[!] The dependency SQLClient (~> 0.1.3) is not used in any concrete target.
I was expecting the command to produce a file named SQLClient.xcworkspace. I wasn't sure if this new xcworkspace file was meant to replace my main project xcode file. But since it didn't work, I moved onto option #2.
For option #2 I wasn't sure where to put the contents. (Does Martin mean /SQLClient/SQLClient/SQLClient/SQLClient or /SQLClient/SQLClient/SQLClient?)
Was I supposed to copy just the files or the whole folder?
Do the contents go into my project at the same level as my original xcode project file or in a subfolder?
I've tried a couple variations but I admittedly don't know where the SQLClient files/folders should be placed in relation to my other project files.
I've tried messing with my bridge file as well but I've been unable to properly load it.
I have some time (2 days) to figure this out so I'm willing to learn but I need some guidance.
Here's a pic of my existing Xcode project and latest attempt to import SQLClient.
It looks like you have all the files in your project correctly.
Things to check.
If you said yes to create the bridge file when you dragged the object-c file into the project then you just need to add #import "SQLClient.h" to the bridge file. If you created the bridge file manually make sure it is added to Build Settings - Objective-C Bridging Header.
Make sure in your target - general - linked framework and libraries you have libiconv.tb and libfreetds.a
Swift 3
class testViewController: UIViewController, SQLClientDelegate {
// Handles errors from the SQLClient
func error(_ error: String!, code: Int32, severity: Int32) {
print("\(error!) \(code) \(severity)")
}
//MARK: Lifecyle
override func viewDidLoad() {
super.viewDidLoad()
let client = SQLClient.sharedInstance()!
client.delegate = self
client.connect("ServerNameOrIP", username: "cool", password: "cool", database: "database") { success in
client.execute("SELECT * FROM table", completion: { (_ results: ([Any]?)) in
for table in results as! [[[String:AnyObject]]] {
for row in table {
for (columnName, value) in row {
print("\(columnName) = \(value)")
}
}
}
client.disconnect()
})
}
}
}
Created a sample project here
I was able to get installation option #1 working after changing the pod file to include a target.
target "TargetName" do
pod 'SQLClient', '~> 0.1.3'
end
I downloaded SQLClient manually and it worked for me.You will get the steps to connect from swift project from here - https://github.com/salmasumona/Call-SP-from-iOS-project-using-SQLClient
SWIFT 5
enter image description hereThe best way to use Obj-C in a Swift project is to use a bridging header file, what I did with SQLCLient was to drag and drop the files from SQL client and then Xcode will ask if you want to create a bridging header file, select yes.
Inside the bridging header file, import "SQLClient.h", from here you can build the project and everything should compile. You can then create a SQLClient object like you did above and inside the .connect you make the sure the completion handler checks if it was successful then inside the closure you can call client.execute and from here if you put a SQL command as a string and use data as a variable inside the .execute completion block, if you print this data variable you will return all of the data from the SQL Server. It returns in JSON, so from here you can convert using JSON Serialization.
If you have any questions, please feel free to message me and I will return a screenshot of what my code looked like so that it may help you!
I need a help with using resource files in C# class files.
My code:
class errorMessages
{
private static ResourceManager LocRM = new ResourceManager("Project1.languageFile", typeof(errorMessages).Assembly);
public static void XMLParseError(String msg)
{
MessageBox.Show(LocRM.GetString("XMLParseError") + "\n" + msg, LocRM.GetString("error"),
MessageBoxButtons.OK, MessageBoxIcon.Exclamation, MessageBoxDefaultButton.Button1);
}
}
+ created 2 .resx files named languageFile.en.resx and languageFile.pl-PL.resx in main Project1 folder
Now I want to use String from languageFile, in my class errorMessages, specified to localization which was set before. How can I do it?
I tried to add my Strings to WinForm .resx file, but that's clearing my data with any edit of WinForm.
I found answer for my question by myself, so I will write that solution, I hope it will help somebody.
Default resources file is located in [projectName]/Properties. I you want to add manually localizable resource files, you need to do that this way:
right click on Project in Solution Explorer -> Add new item -> resource file
Then set the name of file to Resources.[language].resx - in my case that are two files, Resources.pl-PL.resx and Resources.en.resx. After file is created, move it to Properties directory.
Now you can add your resources and use it this way:
MessageBox.Show(Project1.Properties.Resources.XMLParseError, Project1.Properties.Resources.information,
MessageBoxButtons.OK, MessageBoxIcon.Information, MessageBoxDefaultButton.Button1);
Now chosen String will be in language setted in CultureInfo, or, if there is no that resource, default Resource file will be used.
source: MSDN - How to: Create a Localized Version of a Resource File