I am developing an app which has call and message functionality , i want to check if sim card is installed or not coz i am facing problem with messaging as it gives alerts for " Message Sent Successful"
Please help me out.
There might be different ways but one way is by using MFMessageComposeViewController class to see if you can send the text message. If you can then sim is available otherwise not.
if ([MFMessageComposeViewController canSendText]) {
NSLog(#"SIM Available");
} else {
NSLog(#"no SIM card installed");
}
In cases you have iMessage available then this might return you true, you could also check if you can make a call, you might want to use CTTelephonyNetworkInfo for that purpose.
You can also check using like this.... First read this doc
http://developer.apple.com/library/ios/#DOCUMENTATION/NetworkingInternet/Reference/CTCarrier/Reference/Reference.html#//apple_ref/doc/uid/TP40009596-CH1-SW1
NSString *_code = [[[CTCarrier alloc] init] mobileCountryCode];
The value for this property is nil if any of the following apply:
The device is in Airplane mode.
There is no SIM card in the device.
The device is outside of cellular service range.
First you have to be sure that device is iPhone (not iPod or iPad) then check if device can make call or not, just like this............
if([[UIDevice currentDevice].model isEqualToString:#"iPhone"])
{
if ([[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString:#"tel:123456"]])
{
NSLog(#"Device can make call or send message");
}
else
{
NSLog(#"Device can not make call or send message");
}
}
else
{
NSLog(#"Device can not make call or send message");
}
Hope it will help you........
I'm trying to implement the native facebook share for iOS 6 and need check if a share did succeed or not. This is the code I have used:
BOOL displayedNativeDialog =
[FBNativeDialogs
presentShareDialogModallyFrom:delegate
initialText:#"test"
image:nil
url:nil
handler:^(FBNativeDialogResult result, NSError *error) {
if (error) {
/* handle failure */
NSLog(#"error:%#, %#", error, [error localizedDescription]);
} else {
if (result == FBNativeDialogResultSucceeded) {
/* handle success */
NSLog(#"handle success");
} else {
/* handle user cancel */
NSLog(#"user cancel");
}
}
}];
if (!displayedNativeDialog) {
/* handle fallback to native dialog */
}
My problem is when I try this with no internet connection available I still get the FBNativeDialogResultSucceeded
It looks like you should get an error when no internet connection is available but it seems that it doesn't work like that.
If there are some solution where I don't need to use the reachability SDK that would be great.
You'll likely have to use the reachability SDK at this point. The Facebook SDK builds on top of the SLComposeViewController for the native functionality. That view controller returns two possible choices:
SLComposeViewControllerResultCancelled
SLComposeViewControllerResultDone
SLComposeViewControllerResultDone: The view controller is dismissed and the message is being sent in the background. This occurs when the user selects Done.
So since Facebook mirrors this the success case means the user clicked done and the message has been sent in the background.
However if you run this and there is no internet connection, the user should still see a pop-up indicating that the post could not be sent due to a connection failure.
I'm wondering how do I get the disconnect message for local player when the game session is in progress and we're unable to communicate our data to other players. As there is nothing in documentation that says "this method will inform you whenever your connection fails", I'm at a bit of a loss.
I was trying to use this chunk of code in hopes that it would work, but it's futile. The "We're disconnected." message is never triggered.
- (void)match:(GKMatch *)theMatch player:(NSString *)playerID didChangeState:(GKPlayerConnectionState)state {
if (self.match != theMatch) return;
switch (state) {
case GKPlayerStateDisconnected:
//disconnected
NSLog(#"player status changed: disconnected");
matchStarted = NO;
GKLocalPlayer *player = [GKLocalPlayer localPlayer];
if ([playerID isEqualToString:player.playerID]) {
// We have been disconnected
NSLog(#"We're disconnected.");
}
if ([delegate respondsToSelector:#selector(matchEnded)]) {
[delegate matchEnded];
}
break;
}
}
The only other line that I found might tell us that we're unable to communicate is when we actually send data like this:
- (void)sendRandomMatchData:(NSData *)data {
GKMatch *match = [GCHelper sharedInstance].match;
BOOL success = [match sendDataToAllPlayers:data
withDataMode:GKMatchSendDataReliable
error:nil];
if (!success) {
[self matchEnded];
}
}
But I assume that "success" will also be false if the opponent has disconnected and we're unable to send messages to them.
I have a pretty strict game logics, if someone has been disconnected I need to inform them that they are unable to continue playing the match and that they have lost.
Any help is highly appreciated.
There are 2 places you can do this, both are in the GKMatchDelegate protocol.
The first is implementing:
- (void)match:(GKMatch *)match player:(NSString *)playerID
didChangeState:(GKPlayerConnectionState)state
{
}
And if it's a 2 player match, the second place you can catch the disconnect is:
- (BOOL)match:(GKMatch *)theMatch shouldReinvitePlayer:(NSString *)playerID
{
}
Both those events fire reliably when the GKMatch is terminated. If Stan's answer answered your question, then I would highly recommend getting in the practice of catching NSError wherever they are available! Can save you lots of time.
So to send data and catch the error:
NSError* nsErr ;
int result = [theMatch sendData:nsd toPlayers:theMatch.playerIDs
withDataMode:GKMatchSendDataReliable error:&nsErr] ;
if( !result ) { // NO if the match was unable to queue the data.
error( nsErr, "Failed to sendRoundtripPing" ) ;
}
What about examining the error after the following code line:
BOOL success = [match sendDataToAllPlayers:data
withDataMode:GKMatchSendDataReliable
error:nil]; //replace nil with NSError variable
Maybe error will give you extra info u need.
Another idea is to create NSTimer and set some certain time for making moves/turns. If some player didn't make it for a certain time then assume this player is disconnected. Also you could check your Internet connection state to determine you have a connection cuz maybe you just lost it and that's the reason you can't send/receive any data.
Also you could check every player periodically by sending them some short amount of data using GC just to make them answer you. This way you could ensure all players are "alive" or detect some "zombie".
Remember if player moves the game to background using Home button you won't detect it anyhow cuz code in your game wont execute. And this situation doesn't mean that player is "zombie". Player could be busy by a call or something else like another app. Player could temporary loose Internet connection. This means that he/she could return to game soon...
I want use the following function even when app is in background?
- (void)stream:(NSStream *)theStream handleEvent:(NSStreamEvent)streamEvent
{
case NSStreamEventHasBytesAvailable:
{ NSLog(#"Event:NSStreamEventHasBytesAvailable");
if (theStream == _inputStream) {
NSLog(#"NSStreamEventHasBytesAvailable: on Input Stream");
uint8_t buffer[1024];
int len;
while ([_inputStream hasBytesAvailable]) {
len = [_inputStream read:buffer maxLength:sizeof(buffer)];
if (len > 0) {
NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSASCIIStringEncoding];
if (nil != output) {
NSLog(#"server said: %#", output);
// to get local notification I am calling below method.
[self scheduleNotification];
}
}
}
}
break;
}
The above code is working done in foreGround. I have made all the change given in apple document to the run the app in the background mode- voip.
What should i write in AppDelegate method?
- (void)applicationDidEnterBackground:(UIApplication *)application
{
}
How to get the stream:handleEvent called in background?
I was dealing with similiar problem a while ago. Few important things to keep in mind:
background "voip" functionality only works on device - don't use simulator to test it
you will probably (tested) got rejected if your app registers as a voip app and isn't really voip app
So if this is not a voip app you might actually want to use remote notifications to alert user directly rather than showing local notification. I guess this is the only way for your app to pass App Store validation.
Anyway, two links here on SO helped you might find helpful:
How can an iOS app keep a TCP connection alive indefinitely while in the background?
I ended up using voip (as you do) and playing silent audio loop as suggested here - it worked. Not sure if
this silent audio loop is still neccessary.
What happens to TCP and UDP (with multicast) connection when an iOS Application did enter background
Make sure you read Tips for Developing a VoIP App and Technical Note TN2277:Networking and Multitasking
Use this code to keep your app alive in ios
var backgroundUpdateTask: UIBackgroundTaskIdentifier = UIBackgroundTaskIdentifier(rawValue: 0)
func endBackgroundUpdateTask() {
UIApplication.shared.endBackgroundTask(self.backgroundUpdateTask)
self.backgroundUpdateTask = UIBackgroundTaskIdentifier.invalid
}
func applicationWillResignActive(_ application: UIApplication) {
self.backgroundUpdateTask = UIApplication.shared.beginBackgroundTask(expirationHandler: {
self.endBackgroundUpdateTask()
})
}
func applicationDidBecomeActive(_ application: UIApplication) {
self.endBackgroundUpdateTask()
}
i hope you will get success by this help
How can I detect lock/unlock events on the iPhone? Assuming it's only possible for jailbroken devices, can you point me to the correct API?
By lock events, I mean showing or hiding the Lock Screen (which might need a password to unlock, or not).
You can use Darwin notifications, to listen for the events. From my testing on a jailbroken iOS 5.0.1 iPhone 4, I think that one of these events might be what you need:
com.apple.springboard.lockstate
com.apple.springboard.lockcomplete
Note: according to the poster's comments to a similar question I answered here, this should work on a non-jailbroken phone, too.
To use this, register for the event like this (this registers for just the first event above, but you can add an observer for lockcomplete, too):
CFNotificationCenterAddObserver(CFNotificationCenterGetDarwinNotifyCenter(), //center
(void*)self, // observer (can be NULL)
lockStateChanged, // callback
CFSTR("com.apple.springboard.lockstate"), // event name
NULL, // object
CFNotificationSuspensionBehaviorDeliverImmediately);
where lockStateChanged is your event callback:
static void lockStateChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) {
NSLog(#"event received!");
if (observer != NULL) {
MyClass *this = (MyClass*)observer;
}
// you might try inspecting the `userInfo` dictionary, to see
// if it contains any useful info
if (userInfo != nil) {
CFShow(userInfo);
}
}
The lockstate event occurs when the device is locked and unlocked, but the lockcomplete event is only triggered when the device locks. Another way to determine whether the event is for a lock or unlock event is to use notify_get_state(). You'll get a different value for lock vs. unlock, as described here.
Round about answer:
Application will resign active gets called in all sorts of scenarios... and from all my testing, even if your application stays awake while backgrounded, there are no ways to determine that the screen is locked (CPU speed doesn't report, BUS speed remains the same, mach_time denom / numer doesn't change)...
However, it seems Apple does turn off the accelerometer when the device is locked... Enable iPhone accelerometer while screen is locked
(tested iOS4.2 on iPhone 4 has this behavior)
Thus...
In your application delegate:
- (void)applicationWillResignActive:(UIApplication *)application
{
NSLog(#"STATUS - Application will Resign Active");
// Start checking the accelerometer (while we are in the background)
[[UIAccelerometer sharedAccelerometer] setDelegate:self];
[[UIAccelerometer sharedAccelerometer] setUpdateInterval:1]; // Ping every second
_notActiveTimer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(deviceDidLock) userInfo:nil repeats:NO]; // 2 seconds for wiggle
}
//Deprecated in iOS5
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
NSLog(#"STATUS - Update from accelerometer");
[_notActiveTimer invalidate];
_notActiveTimer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:#selector(deviceDidLock) userInfo:nil repeats:NO];
}
- (void)deviceDidLock
{
NSLog(#"STATUS - Device locked!");
[[UIAccelerometer sharedAccelerometer] setDelegate:nil];
_notActiveTimer = nil;
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
NSLog(#"STATUS - Application did become active");
[[UIAccelerometer sharedAccelerometer] setDelegate:nil];
[_notActiveTimer invalidate];
_notActiveTimer = nil;
}
I know... It's kind of a hack, but it has worked like a charm for me so far. Please update if you see any issues that prevent this from working.
There is a prettier way of telling apart task switching and screen locking-originated applicationWillResignActive: callbacks which doesn't even involve undocumented features such as the accelerometer state.
When the app is moving to the background, the app delegate is first sent an applicationWillResignActive:, then an applicationDidEnterBackground:. When the app is interrupted by pressing the Lock button or by an incoming phone call, the latter method is not called. We can use this information to distinguish between the two scenarios.
Say you want to be called back in the screenLockActivated method if the screen gets locked. Here's the magic:
- (void)applicationWillResignActive:(UIApplication*)aApplication
{
[self performSelector:#selector(screenLockActivated)
withObject:nil
afterDelay:0];
}
- (void)applicationDidEnterBackground:(UIApplication*)aApplication
{
[NSObject cancelPreviousPerformRequestsWithTarget:self];
}
- (void)screenLockActivated
{
NSLog(#"yaay");
}
Explanation:
By default, we assume that every call to applicationWillResignActive: is because of an active->inactive state transition (as when locking the screen) but we generously let the system prove the contrary within a timeout (in this case, a single runloop cycle) by delaying the call to screenLockActivated. In case the screen gets locked, the system finishes the current runloop cycle without touching any other delegate methods. If, however, this is an active->background state transition, it also invokes applicationDidEnterBackground: before the end of the cycle, which allows us to simply cancel the previously scheduled request from there, thus preventing it from being called when it's not supposed to.
Enjoy!
As of the time of writing there are two fairly reliable ways to detect device locking:
Data Protection
By enabling the Data Protection entitlement your app can subscribe to the applicationProtectedDataWillBecomeUnavailable: and applicationProtectedDataDidBecomeAvailable: notifications to determine with high probability when a device that uses passcode/TouchID Authentication is locked/unlocked. To determine if a device uses a passcode/TouchID LAContext can be queried.
Caveats: This method relies on the "protected data becoming unavailable" coinciding with the phone being locked. When the phone is using TouchID and the sleep/lock button is pressed then the phone is locked, protected data becomes unavailable, and a passcode will immediately be required to unlock it again. This means that protected data becoming unavailable essentially indicates that the phone has been locked. This is not necessarily true when someone is using just a passcode since they can set the "requires passcode" time to anywhere from immediately to something like 4 hours. In this case the phone will report being able to handle protected data but locking the phone will not result in protected data becoming unavailable for quite some time.
Lifecycle Timing
If your app is in the foreground there will be a noticeable change in time difference between the two lifecycle events UIApplicationWillResignActiveNotification and UIApplicationDidEnterBackgroundNotification depending on what triggers them.
(This was tested in iOS 10 and may change in future releases)
Pressing the home button results in a significant delay between the two (even when the Reduced Motion setting is enabled):
15:23:42.517 willResignActive
15:23:43.182 didEnterBackground
15:23:43.184 difference: 0.666346
Locking the device while the app is open creates a more trivial (<~0.2s) delay between the two events:
15:22:59.236 willResignActive
15:22:59.267 didEnterBackground
15:22:59.267 difference: 0.031404
in iOS 8, you lock the screen or push the home button, all of those make app push in background, but you don't know which operator result in this. My solution same with Nits007ak,use notify_register_dispatch to get state.
#import <notify.h>
int notify_token
notify_register_dispatch("com.apple.springboard.lockstate",
¬ify_token,
dispatch_get_main_queue(),
^(int token)
{
uint64_t state = UINT64_MAX;
notify_get_state(token, &state);
if(state == 0) {
NSLog(#"unlock device");
} else {
NSLog(#"lock device");
}
}
);
As long as the app is running, in foreground or background. not suspend, you can get this event.
And you can use notify_token as parameter of notify_get_state to get current state anywhere, this is useful when you want know the state and the screen state don't change.
If passcode is set, you can use these event in AppDelegate
-(void)applicationProtectedDataWillBecomeUnavailable:(UIApplication *)application
{
}
- (void)applicationProtectedDataDidBecomeAvailable:(UIApplication *)application
{
}
Just import #import notify.h before using this code. enjoy!!
-(void)registerAppforDetectLockState {
int notify_token;
notify_register_dispatch("com.apple.springboard.lockstate", ¬ify_token,dispatch_get_main_queue(), ^(int token) {
uint64_t state = UINT64_MAX;
notify_get_state(token, &state);
if(state == 0) {
NSLog(#"unlock device");
} else {
NSLog(#"lock device");
}
NSLog(#"com.apple.springboard.lockstate = %llu", state);
UILocalNotification *notification = [[UILocalNotification alloc]init];
notification.repeatInterval = NSDayCalendarUnit;
[notification setAlertBody:#"Hello world!! I come becoz you lock/unlock your device :)"];
notification.alertAction = #"View";
notification.alertAction = #"Yes";
[notification setFireDate:[NSDate dateWithTimeIntervalSinceNow:1]];
notification.soundName = UILocalNotificationDefaultSoundName;
[notification setTimeZone:[NSTimeZone defaultTimeZone]];
[[UIApplication sharedApplication] presentLocalNotificationNow:notification];
});
}
From a lot of trial and error, discovered monitoring the blank screen, lock complete and lock state events gives a consistent lock screen indicator. You'll need to monitor a state transition.
// call back
void displayStatusChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo)
{
// notification comes in order of
// "com.apple.springboard.hasBlankedScreen" notification
// "com.apple.springboard.lockcomplete" notification only if locked
// "com.apple.springboard.lockstate" notification
AppDelegate *appDelegate = CFBridgingRelease(observer);
NSString *eventName = (__bridge NSString*)name;
NSLog(#"Darwin notification NAME = %#",name);
if([eventName isEqualToString:#"com.apple.springboard.hasBlankedScreen"])
{
NSLog(#"SCREEN BLANK");
appDelegate.bDeviceLocked = false; // clear
}
else if([eventName isEqualToString:#"com.apple.springboard.lockcomplete"])
{
NSLog(#"DEVICE LOCK");
appDelegate.bDeviceLocked = true; // set
}
else if([eventName isEqualToString:#"com.apple.springboard.lockstate"])
{
NSLog(#"LOCK STATUS CHANGE");
if(appDelegate.bDeviceLocked) // if a lock, is set
{
NSLog(#"DEVICE IS LOCKED");
}
else
{
NSLog(#"DEVICE IS UNLOCKED");
}
}
}
-(void)registerforDeviceLockNotif
{
// screen and lock notifications
CFNotificationCenterAddObserver(CFNotificationCenterGetDarwinNotifyCenter(), //center
CFBridgingRetain(self), // observer
displayStatusChanged, // callback
CFSTR("com.apple.springboard.hasBlankedScreen"), // event name
NULL, // object
CFNotificationSuspensionBehaviorDeliverImmediately);
CFNotificationCenterAddObserver(CFNotificationCenterGetDarwinNotifyCenter(), //center
CFBridgingRetain(self), // observer
displayStatusChanged, // callback
CFSTR("com.apple.springboard.lockcomplete"), // event name
NULL, // object
CFNotificationSuspensionBehaviorDeliverImmediately);
CFNotificationCenterAddObserver(CFNotificationCenterGetDarwinNotifyCenter(), //center
CFBridgingRetain(self), // observer
displayStatusChanged, // callback
CFSTR("com.apple.springboard.lockstate"), // event name
NULL, // object
CFNotificationSuspensionBehaviorDeliverImmediately);
}
To have the screen lock indicators run in the background, you need to implement background processing calling the following upon app launching.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.backgroundTaskIdentifier =
[[UIApplication sharedApplication] beginBackgroundTaskWithExpirationHandler:^{
[[UIApplication sharedApplication] endBackgroundTask:self.backgroundTaskIdentifier];
}];
[self registerforDeviceLockNotif];
}
If your app is running and the user locks the device your app delegate will receive a call to 'application Will Resign Active:'. If your app was running when locked, it will receive a call to 'application Did Become Active:' when the device is unlocked. But you get the same calls to your app if the user gets a phone call and then chooses to ignore it. You can't tell the difference as far as I know.
And if your app wasn't running at any of these times there is no way to be notified since your app isn't running.
The simplest way to get screen lock and unlock events are by adding event observers using NSNotificationCenter in your viewcontroller. I added the following observer in the viewdidload method. This is what i did:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(applicationEnteredForeground:)
name:UIApplicationWillEnterForegroundNotification
object:nil];
Then I added the following selector to the viewcontroller. This selector will get called when the screen is unlocked.
- (void)applicationEnteredForeground:(NSNotification *)notification {
NSLog(#"Application Entered Foreground");
}
If you want to detect the event when screen gets locked, you can replace UIApplicationWillEnterForegroundNotification with UIApplicationDidEnterBackgroundNotification.