all UISteppers in my iOS app have become disabled - ios5

My app uses UIStepper controls in a few different views. I released a minor update to the app that shouldn't affect these views at all, and I started getting reports that all the UISteppers in the app are now disabled. One user sent a screen shot, and the stepper control appears as if its enabled property were set to NO. However, there's no place in my code where I set this property at all, and the default is YES. I've searched my app for instances of the term "enabled" to make sure I'm not somehow disabling it accidentally, and I'm not.
I thought perhaps the default value for the enabled property changed between iOS versions, but the users who have reported this are running iOS 5.1.1, the same as my development devices. And I only started hearing about the problem with this app update.
Besides setting the enabled property, I found that the steppers will be disabled if the min and max values are set to the same value. I'm pretty sure this is not happening in my app. The values are hard-coded and passed to a setup method, and I haven't changed this code since many app versions ago.
Do you know any other reason why this would happen? I can't reproduce the problem myself, and it only affects some users, so it's difficult to troubleshoot.
Here's my code for creating the UISteppers, for what it's worth:
- (UIStepper *)makeStepperInput:(float )currentValue minValue:(float)minValue maxValue:(float)maxValue increment:(float)increment {
int stepperWidth = 94;
int stepperHeight = 27;
CGRect stepperFrame = CGRectMake(0, 0, stepperWidth, stepperHeight);
UIStepper *stepperInput = [[[UIStepper alloc] initWithFrame:stepperFrame] autorelease];
stepperInput.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin;
[stepperInput setValue:currentValue];
[stepperInput setMinimumValue:minValue];
[stepperInput setMaximumValue:maxValue];
[stepperInput setStepValue:stepValue];
[stepperInput setContinuous:NO];
NSLog(#"making stepper with values %f, %f, %f, %f (%i)", currentValue, minValue, maxValue, stepValue, stepperInput.enabled);
[stepperInput addTarget:self action:#selector(onChange:) forControlEvents:UIControlEventValueChanged];
return stepperInput;
}
UPDATE: I have a user who was willing to install a debug version with the NSLog line above. He sent me the console output and it shows that the min and max value of the stepper are correct (1 and 20 in one case) and that the enabled property is YES. Unfortunately, that eliminates both of my theories about what could be happening here...

Okay, here's what happened. The method posted above is a simplified version of my real method, which provides some branching for pre-iOS 5 devices. To help with pre-iOS 5 support, I was actually declaring stepperInput as a UIControl, and then returning something different on iOS versions that don't support UIStepper.
Now the interesting part. I rolled my project back and started looking at my build settings, and remembered that before my last release, Xcode gave me one of those alert messages about my build settings being out of date. I had clicked the button to allow Xcode to make all the recommended changes. This time, I performed one change at a time and tested my app after each change.
The first of the recommended changes was to "Upgrade Compiler configuration to LVVM". ("The compiler configuration is set to 'com.apple.compilers.llvmgcc42'. This will upgrade to 'Apple LLVM compiler 4.0', which is the recommended setting for iOS targets.") As soon as I made that change, the problem appeared on my test device. So it seems that the old compiler allowed me to set UIStepper properties on an object declared as a UIControl, while the new compiler did not. Indeed, when I changed my NSLog line above to output the actual values of the stepper, instead of the values passed into the method, they all returned 0. Having its min and max values both set to 0 is what made the stepper appear to be disabled.
I didn't think this affected all users because I couldn't reproduce it, but I was testing with the older build settings rather than the build settings used for the release. So now I'm thinking that this probably does affect all users, and only some users have noticed it.
Anyway, the solution is to reorganize my code so I can declare that UIStepper as a real UIStepper, since the newer compiler doesn't allow the kind of fudging I was doing before.

Related

WidgetKit getCurrentConfigurations returns wrong list of widget-configurations

I've added Widget Extension with Configuration Intent.
For the logging purposes, I've tried to log number of widgets user of the app has
WidgetCenter.shared.getCurrentConfigurations { results in
guard let widgets = try? results.get() else { return }
..<log widgets.count>...
}
To my surprise, instead of the active [WidgetInfo]'s I've got a whole list of all the configuration intents ever been used in all the widgets instead of the actual ones.
I.e. I have 2 widgets on the screen, while WidgetCenter claims I have 9 current configurations. Any better ideas how to count widgets?
iOS 14 Beta 8 (both iPhone & Simulator) & Xcode 12 Beta 6
Apparently iOS caches the configuration of all widgets ever created for an app, and recreates the configurations cache on startup of iOS.
So if you really want function getCurrentConfigurations to return the current configurations, restart your device first.
It seems to be an Beta-issue, that has been resolved with GA-release. Need to observe more, but with today's Xcode build I'm seeing relevant numbers.
We were also trying to do something similar and were experiencing a similar issue. I think the issue is that the device is holding on to every widget configuration ever installed (which is odd and IMO not helpful). Once I erased all contents and settings the widget info reset back to 0.
Perhaps just a restart would clear that info out?

UI tests failing in Xcode 11, but used to pass in Xcode 10

I recently upgraded to Xcode 11, and my UI tests that used to pass in Xcode 10, are now failing, no code changes were made, and now its failing to find an element on the screen that it used to find
I tried setting the isAccessibilityElement to true for the element I want, like I used to, and I can see it on the Accessibility inspector, but when I run my UI tests and try "po XCUIApplication()" the element I am looking for is not found, any thoughts on what could be wrong? I have been busting my head trying to solve this, but I don't know what's wrong anymore
Never mind turns out I had a button for a view, and Xcode 11 is more strict when it comes to UI testing than Xcode 10 used to be, so after changing the button to a view instead, the tests were passing again

Xcode / Simulator iPhone messes up display

As you can see, the simulator misses text on some buttons. I also saw this same behavior following along on the TapCounter demo off of YouTube.
Another issue (not shown in the screenshot) is that if you press on any key on TapCounter, NSString stringWithFormat (see below)
- (IBAction)add {
count++;
number.text = [NSString stringWithFormat:#"%i", count];
}
The act of executing the stringWithFormat line nukes the formatting on the label and reverts it to default value.
I did make sure that the simulator size and development size are identical, as you canm see.
This question appears a few times on this site. The answer at this related question worked for me, once I was able to interpret the instructions. Including getting the crash and fixing it.
Later: it appears that the fix of turning off auto-layout is enough to get the 6.0 simulator working - you might like to try this first to see if all the other stuff is actually necessary...

Eclipse - Blackberry SDK - Debugging on device: "details unavailable - not supported by VM"

I'm having a strange problem while debugging my Blackberry Application on a real device (BB Bold 9700). When I debug the same application within the BB emulator, the app runs fine, but when I run it on the real device, the app behaves differently (custom painting goes completely wrong). What's even worse is that my Eclipse environment seems to be unable to view live objects correctly while being at a break point (debug time).
I've added a screenshot to illustrate the strange behaviour:
As you can see, the app stops at the breakpoint within the IF statement, but the Variables pane says that the variable "methodName" equals null. Moreover, when I want to look at the variable "methodArguments" which is of type org.json.me.JSONArray, it says "details unavailable - not supported by VM".
Does anyone know what's going on here? My app works great on the emulator, but it's currently useless on the real device.
Thanks in advance!
I think I fixed it:
The problem was that I was laying out Fields on a manager that wasn't yet added to the viewstack.
What did the trick for me was overriding onDisplay() in the manager that contained the Fields that were displayed wrong:
protected void onDisplay()
{
//Make sure superclass is called
super.onDisplay();
/*You have to call "this.setDirty(true)" when you perform layout on a
*manager that isn't added to the viewstack. Then you can use
*"this.isDirty()" to determine whether you need to re-layout the fields
*when the manager becomes visible.*/
if(this.isDirty())
{
//I'm not sure if I need to use "invokeAndWait" and not "invokeLater"
UiApplication.getUiApplication().invokeAndWait(new Runnable()
{
public void run()
{
for (int i = 0; i < getFieldCount(); i++)
{
/*This (custom) function makes sure the Field gets its
*size and position*/
layoutItem(getField(i));
}
}
});
//Make sure you set "dirty" to false, to make sure this only happens once
this.setDirty(false);
}
}
If anyone has a better solution, I'd be glad to hear it (and maybe improve my app).
org.json.me.JSONArray, it says "details unavailable - not supported by VM".
the JSON related stuff is not available on device running 4.5 and 4.6 BB OS. Import it into the code.
Download it from here.
https://github.com/douglascrockford/JSON-java
it is available as Open Source and then use it into your applications.

Why does XCode show the wrong object address in the debugger window?

My application tested whether my selectedViewController was equal to my moreNavigationController.
if( self.tabBarController.moreNavigationController == self.tabBarController.selectedViewController )
{
// do something awesome.
}
else
{
NSLog(#"No match");
}
The expression always evaluated false, so I started debugging. I put a breakpoint in the code and hovered my pointer over 'self', which caused the yellow cascading popup where I could see the addresses of both Controllers. The addresses were the same in the popup, which must be incorrect since the if statement failed. I see the same result in the debugger window.
I added these logging statements later, which revealed that the objects had 2 different addresses.
NSLog([NSString stringWithFormat:#"%d",(self.tabBarController.moreNavigationController)] );
NSLog([NSString stringWithFormat:#"%d",(self.tabBarController.selectedViewController)] );
Why did the debugger window lie? Specifically, does anyone know what value it displays as its address, and why the controllers would show the same address?
I have had this exact same problem, and I'm 90% sure it's related to building for a 2.1 (or possibly 2.X) SDK while using the 3.0 dev tools. In my case, setting the target SDK for 3.0 fixed this issue.
Having your debugger essentially lie to you is frustrating ;)
I am seeing EXACTLY the same thing. Especially with floats. I switch to 3.1 target and it displays right. The question is, is the code really working correctly under 2.1 (an NSLog of the variables tells me it is).