AppleWatch Speech-to-Text functionality not working - swift

I am trying to implement Speech-to-text feature for watchkit app.
I referred this question which has sample code.
Following is the code I tried:
self.presentTextInputControllerWithSuggestions(["Start it", "Stop it"], allowedInputMode: .Plain, completion: { (selectedAnswers) -> Void in
if selectedAnswers.count > 0 {
if let spokenReply = selectedAnswers[0] as? String {
self.label.setText("\(spokenReply)")
}
}
})
label is a label to display text I speak.
When I run it, it shows the screen where you are supposed to speak (Siri kind of screen) and you have two options on top: ‘Cancel', and ‘Done'. Once I am done speaking, I tap on ‘Done’ but screen doesn’t go away or shows me initial screen, I always have to tap on ‘Cancel’ to go back, and I don’t get any speech data in form of text. I checked it and seems like selectedAnswers is always an empty array, unless I tap on the "Start it"/"Stop it" options.
Can anyone help me with this? I want to show the spoken message on label. I have code inside awakeWithContext method in InterfaceController.swift file, am I supposed to put it somewhere else?
I am using iPhone with iOS 9 beta 2 and watchOS 2 beta on AppleWatch.
Thanks!

You can ask for user input and give him suggestion (see Swift example bellow).
self.presentTextInputControllerWithSuggestions(["suggestion 1", "suggestion 2"] allowedInputMode: .Plain, completion: { (answers) -> Void in
if answers && answers.count > 0 {
if let answer = answers[0] as? String {
println("\answer")
}
}
})
If suggestion is nil it goes directly to dictation. It is not working on the simulator but it is on real watch.
Your approach is correct but something is wrong with your SIRI , try changing the language.
It should work like these.

Related

How to request App Ratings with requestReview() correctly

I am currently learning how to ask the user for an AppStore rating in the app. I have read through numerous documentations and reports from Apple and other bloggers, but I still have questions:
I thought that I want to display my request after the user has completed a sequence of actions 3 times. But if the user doesn't want to rate my app right now, can I ask him to rate my app again later? I also read that Apple controls when and how often the review request is displayed (up to 3x / year)
My app has different functions. Therefore it is not guaranteed that the user accesses exactly this function, where I want to show the rating view. Is it therefore possible to call up the rating request at different points in the app and simply leave it up to Apple whether the rating request is also displayed?
Best regards
Edit for #K bakalov :
enum AppReviewRequest {
#AppStorage("runCountSinceLastRequest") static var runCountSinceLastRequest = 0
#AppStorage("lastVersion") static var lastVersion = ""
static let threshold = 4
static let currentVersion = Bundle.main.object(forInfoDictionaryKey: "CFBundleVersion") as! String
static func countUpRequestReview() {
if currentVersion != lastVersion {
if runCountSinceLastRequest < threshold - 1 {
runCountSinceLastRequest += 1
print(runCountSinceLastRequest)
}
}
}
static func requestReviewIfNeeded() {
if currentVersion != lastVersion {
if runCountSinceLastRequest == threshold {
if let scene = UIApplication.shared.connectedScenes.first(where: { $0.activationState == .foregroundActive }) as? UIWindowScene {
SKStoreReviewController.requestReview(in: scene)
lastVersion = currentVersion
runCountSinceLastRequest = 0
}
}
}
}
}
I assume you already read that but if you haven't I am leaving a link for you to check it out: https://developer.apple.com/documentation/storekit/requesting_app_store_reviews
It contains helpful information and guides when and how to prompt the user to leave a review.
Back to your questions.
Yes, you can ask again for review but there is no guarantee that the Review pop-up (alert) will be presented again. It is usually delayed in time and sometimes requires a new update of the app to trigger a new review prompt; That is correct, Apple has control over it but I don't know if its limited to only 3 times a year.
Yes, you can call it as many times as you want and wherever you find it suitable. Although, I highly encourage you to read (if still haven't) the link above. You need to think of a non-intrusive way to ask for review, otherwise you risk the user to dismiss the prompt, even if they like the app.
Just an advice, many apps use an approach with a custom popup "Do you like the app? Yes/No", if "Yes" then request a review using requestReview() call. And/or as mentioned in the article above, you can always use a manual review by redirecting to the AppStore, if you need it as a result of a CTA (tap on a button for example).

Different voices in Text to Speech iOS app

I have a Text to Speech App and all is good, but I was looking for a voice.
In Settings/Accessibility/Voice Over/Speech/Voice there is a list of voices. I wanted to select one of those, for example "Susan (Enhanced)". How would I go about doing that?
I am new to Text to Speech and AVSpeechSynthesizer so I was hoping for some advice how to select that voice?
When I try it in General/Settings it sounds good, but when I select, what I thought was that voice it in my App, it sounds different. This happens with all of the voices I tried.
Here is the code I used to speak the text:
for voice in AVSpeechSynthesisVoice.speechVoices()
{
print("\(voice.name)")
if voice.name == "Susan (Enhanced)" {
self.voiceToUse = voice
}
}
let textToSpeak = self.tvTextToSpeak.text
if (!textToSpeak!.isEmpty)
{
let speechSynthesizer = AVSpeechSynthesizer()
let speechUtterance: AVSpeechUtterance = AVSpeechUtterance(string: textToSpeak!)
speechUtterance.voice = self.voiceToUse
speechSynthesizer.speak(speechUtterance)
}
So if I use the same text as the example in the iOS settings it sounds different in my App, why?
Is it something I need to do?
Are those voices special?
Does it have to do with the utterance, I have not set that.
Thanks for any clarification.

Mutually exclusive radio buttons for MacOS in Swift

I've got five radio buttons, and selecting one should deselect the others.
I've been over a lot of the questions here about radio buttons in Swift, but they're either for iOS or outdated versions of Swift, because Xcode isn't offering me options like ".isSelected". I've got ".isEnabled" but clearly semantics matter here, because "enabled" isn't the same thing as "selected" and it shows.
Writing my code as a series of "if-else" statements along these lines:
func disableUnselectedButtons() {
if Button2.isEnabled == true {
Button1.isEnabled = false
Button3.isEnabled = false
Button4.isEnabled = false
Button5.isEnabled = false
}
}
results in a situation where I can select all five buttons, and can't DEselect any of them after another has been selected. I've tried variations of .on/.off as well, and can't find the right one for this situation.
It's also clumsy as heck to write a method with five if-else statements along those lines. So there's that.
What's the best way to go about implementing this?
If your radio buttons have the same superview and have the same action then they should work as expected.
To set the same action for each of your radio buttons you can do one of the following.
If you are using Storyboards, open both storyboard and related NSViewController swift file. Ctrl-drag your first radio button to the swift file. Then do the same for each of the other radio buttons ensuring you are dragging onto the function generated from the first Ctrl-drag.
If you are creating the radio buttons in code then set the action parameter in the init for each radio button to be the same.
Another way to approach this is to represent the buttons as a Set and then it's easy to iterate through them and configure their state. The below code actually allows for allowing multiple selections to support a scenario that wants to "select three of the six options".
let allButtons = Set(1...5). //or however many you want
func selectActiveButtons(_ activeButtons: Set<Int>, from allButtons: Set<Int>){
let inactive = allButtons.subtracting(activeButtons)
setButtonState(forButtons: inactive, isSelected: false)
setButtonState(forButtons: activeButtons, isSelected: true)
}
func setButtonState(forButtons buttons: Set<Int>, isSelected: Bool) {
buttons.forEach{
//remove below line and replace with code to update buttons in UI
print("Button \($0): \(isSelected ? "Selected" : "Unselected")")
}
}
// select buttons 1 & 3.
//If wanting a "classic" radio button group just use one value in the arrayLiteral.
selectActiveButtons(Set(arrayLiteral: 1,3), from: allButtons)

How to Implement accessibilityCustomActions for VoiceOver on Mac?

I have a button that responds to various mouse clicks (regular click, right click, control+click, option+click, command+click...) to show different popup menus. Since it would be annoying for VoiceOver users to use actual physical mouse, I would like to map those to different VoiceOver actions.
However, I'm not getting the results I expected. Could someone help me to understand better what I'm missing? Here is what I discovered so far.
If I subclass NSButton and override the following functions, they work fine. Except there's one odd thing. If I press vo+command+space to bring up the list of available actions, VoiceOver says Action 1 instead of Show Menu.
override func accessibilityPerformPress() -> Bool {
print("Pressed!")
return true
}
override func accessibilityPerformShowAlternateUI() -> Bool {
print("Show Alternate UI")
return true
}
override func accessibilityPerformShowMenu() -> Bool {
print("Show Menu")
return true
}
In the same NSButton subclass, if I also override accessibilityCustomActions function, "Do Something" never comes up in the list of available actions when I press vo+command+space.
override func accessibilityCustomActions() -> [NSAccessibilityCustomAction]? {
let custom = NSAccessibilityCustomAction(name: "Do Something", target: self, selector: #selector(doSomething))
return [custom]
}
#objc func doSomething() -> Bool {
print("Done something.")
return true
}
If I subclass NSView instead of NSButton, and override the same functions from #1, everything works fine. Unlike first case, even VoiceOver correctly says "Show Menu" for the action from accessibilityPerformShowMenu instead of "Action 1".
in the same NSView subclass, if I override accessibilityCustomActions along with accessibilityPerformPress, accessibilityPerformShowMenu, or accessibilityPerformShowAlternateUI, "Do Something" doesn't come up in the action list.
However, "Do Something" does come up in the action list if I just override accessibilityCustomActions by itself without accessibilityPerformPress, accessibilityPerformShowMenu, and accessibilityPerformShowAlternateUI.
I tried creating another action with the name "Press" that does the same thing when pressing vo+space, and including in the return value of accessibilityCustomActions. However, Vo+space did not trigger the action. Instead, I had to press vo+command+space, and then select "Press". I guess the action just has the name "Press", but it's not actually connected to vo+space. I'm not sure how I can actually make that particular custom action to respond to vo+space.
I would appreciate if someone could help me to implement accessibilityCustomActions as well as accessibilityPerformPress, accessibilityPerformShowMenu, and accessibilityPerformShowAlternateUI together into NSButton.
Thanks so much!
The problem is that you are overriding these AX methods on the NSButton, not the NSButtonCell. For nearly everything to do with accessibility in NSControls, you will want to deal with the NSCell in question. If you use the custom action code you've written above and stick it in a subclass of NSButtonCell used by your button, then it will work.

Changing app language on the fly in iOS

I am new to iOS and I know this is a very frequently asked question, but I have found no appropriate answer for my query.
I have added text to controls on the app like this
let productDescriptionCell = tableView.dequeueReusableCellWithIdentifier("textDescriptionCell") as! TextDescriptionCell
productDescriptionCell.labelForCell.text = "Description"
productDescriptionCell.labelForCell.sizeToFit()
productDescriptionCell.labelForCell.adjustsFontSizeToFitWidth = true
like the 'Description' text above.
I want to have a button in my app, which lets the user change the language on the fly. I have found the following code as the most relevant but this requires an app restart.
userDefaults.setObject(["\(cc)"], forKey: "AppleLanguages")
userDefaults.synchronize()
In addition, I have text hard coded in my storyboard controllers, I want those localized as well. How can I achieve this?
Thai and English are the languages I need localization for
productTitleCell.textFieldForCell.placeholder = SpecProvider.spec.localizedTuv(createLocalizedString("en", tuvEnglish: "Enter Title", tuvThai: "ป้อนชื่อ"))
func localizedTuv(localizedString: LocalizedString) -> String {
var locale = LocaleSelectionService.sharedInstance.getCachedLocale()
if locale.isEmpty {
locale = ""
}
switch(locale) {
case "en": return localizedString.getTuvEnglish()
case "th": return localizedString.getTuvThai()
default: return localizedString.getTuvEnglish()
}
}
I have tried the above code, but this could get very tedious. Please help, I am really stuck!
You have to create string files, and add the labels for every language you want to support. Once this is done you can use NSLocalizedString for the text used in your ViewController.
Here's a tutorial http://www.raywenderlich.com/64401/internationalization-tutorial-for-ios-2014