Has the iOS9 update caused C# codes not work properly? - iphone

I have a piece of code which is not working after the iOS9 update on devices, specifically Safari browser (Both iphone and ipad). It works fine in Chrome on the device using iOS9 but Safari is having sme kind of issue which I'm unable to debug. There was no issues in both the browsers on the device till iOS8.
Basically the functionality is a person needs to select 2 images from a set of images and click the GO button. If the images match with the ones saved at backend(DB) then he gets navigated to the next screen, else it shows a Cross symbol and refreshed the page asking the User to select the images again.
Please help and thanks.
Below is the piece of code which I feel is having the issue :
string cbref = Page.ClientScript.GetCallbackEventReference(this,
"arg", "fnGetOutputFromServer", "context");
string cbScr = string.Format("function fnCallServerMethod(arg," +
" context) {{ {0}; }} ", cbref);
Page.ClientScript.RegisterStartupScript(GetType(), "fnCallServerMethod", cbScr, true);
I put an alert within fnGetOutputFromServer but that never showed up in the device Safari browser. Please help me as I feel totally confused as to why it is not working. Also, I'm okay if I have to change the whole line to put a work around to this or by directly calling the function or something.
Note : This works fine in Chrome on an iOS9 device but does not work in Safari and the same works fine while emulating as iphone/ipad on the PC
Thanks again in advance.

http://www.brillianceweb.com/blog/article/69/aspnet-20-misidentifies-safari-71-on-ios-and-os-x
This fixed it !!! :)
I had to get the latest AppleWebkit version for iOS9 and got it updated in the configuration file which resolved the issue

Related

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.

Xcode Swift 5 MacOs app empty window when archived but works when running it from Xcode

I am building an app for Mac which logs into a website based on login and password collected from textfield and secure text field, then app opens an url which is created in my app based on date range selection with use of two date picker cell calendars. Next app displays html data in webWiev (using WKWebView), converts html to string using extension NSAttributedString and then saves retrieved data as txt file. Everything works as expected as long as app is run from Xcode "play" button. Problem is if I archive this app and launch it, it will bring up an empty window without any button, calendar or textfield. There are no errors, no crash logs on organizer, nothing.
I decided to perform a little test. I build another view controller with only one button which upon clicking will show my app main view controller. After archiving this modified app and running it outside of Xcode a window shows view controller with one button which is correct. But after clicking it nothing happens. App works great if running "inside" Xcode, a pushbutton shows main ViewController correctly. Do You have any clue what can be wrong? thank You!
Edit 1. So I found a discussion on apple which mention this problem. It is associated with IB WKWebView and problem is already known since some time. Now I have to get around the problem. Apple forum link: https://forums.developer.apple.com/thread/116047
Did you embed WebKit.framework to your app?
After comment that I wrote, I founded a solution and solved with this method.
Please check it out.

mobile web app - keyboard not appearing

I have a mobile web application, working well on simulator 5.1/6.0, xcode 4.5 for iphone.
But when I test on a real device (3gs, ios 5.1), I get a strange behavior: anywhere I place an input field html element, where I need the user to fill in something, I tap the field, it gains focus (I see the cursor), but the touch-keyboard does not come up and I can't type anything. If I try it on the sim, all is fine, the kb comes up.
I am not sure how to diagnose this... tried googling for some answers, haven't found any :(
any ideas?
thanks...
ok found the issue, seems like the app was not created using the latest Xcode template (it is a legacy app), so I removed the MainWindowxxx.xibs which I don't need, and used the code from a new XCode app template to initialize the app by programmatically creating the main view controller, and setting it as the window's rootViewController. And, of course, call [self.window makeKeyAndVisible]

SA_OAuthTwitterEngine login keyboard doesn't show after first launch

I'm using the SA_OAuthTwitterEngine to integrate Twitter into on of my iPhone apps. Loggin in and sending tweets are working fine. But, when I completely terminate my app so it will start up from the beginning, I can't login again using the SA_OAuthTwitterController because the keyboard will not show up. The input field also doesn't respond to the Mac keyboard when using the simulator.
I've searched for similar problems, but they don't help me out. I've found a lot of similar problems, where calling makeKeyAndVisible for the app delegate window solved it. This doesn't work for me. If I set the modalview's alpha to .2, I also don't see the keyboard behind the view controller.
Weirdest thing is that everything works after a fresh reinstall for as many times as I want, but after I've terminated the app, the keyboard doesn't show op anymore.
Can anyone point me in the right direction?
Thanks in advance!

Set textbox focus in mobile safari

Hey, I was wondering how to set the focus to a text box in Mobile Safari.
I've tried document.myForm.myTextArea.focus() which works in regular Safari, but it does not seem to work in Mobile Safari.
To clarify, I want to set focus to a text box as soon as the user loads a page, and have the iPhone keyboard pop up.
Just found this previous post stating this is a bug in webkit. Sorry for not doing a more thorough search.
http://discussion.forum.nokia.com/forum/showthread.php?t=127724
I found a bug report with the iUI project relating to this.
It seems that a focus() call will not work if called from the onload event or if called via a timer.
http://code.google.com/p/iui/issues/detail?id=129
Update: Although I have no source for this, I am told (by people who have tried it) that in iPhone OS 4 the problem with focus() and onload should be fixed.
Nothing to do with the timer, focus() doesnt work at all... im doing mine through an AJAX function. i guess my web application will have to suffer in mobile safari.
Bye the way, this also affects HP webOS devices and any other device using mobile safari