I have implemented the following code to do a Twitter Share. In my code I try to test for iOS 5 and if that does not work, I go back to the old way of sharing using ShareKit's Twitter code.
I showed the code to a co worker and he suggested that my code may have flaws and that I need to do two things:
Do a proper Run Time check?? (since it may crash on IOS 4 and earlier) EVEN though it did not.
Weak Link the Twitter frame work
Can someone kindly explain what a proper run time check would be? and Why Weak Link?
NSString *text = [NSString stringWithFormat:#"#Awesome chart: %#", self.titleLabel.text];
if ([TWTweetComposeViewController canSendTweet])
{
TWTweetComposeViewController *tweetComposeViewController = [[TWTweetComposeViewController alloc] init];
[tweetComposeViewController setInitialText:text];
[tweetComposeViewController addImage:image];
[tweetComposeViewController setCompletionHandler:^(TWTweetComposeViewControllerResult result){
dispatch_async(dispatch_get_main_queue(), ^{
[self dismissModalViewControllerAnimated:YES];
if (result == TWTweetComposeViewControllerResultDone)
{
NSLog(#"iOS 5 onwards Twitter share complete");
}
});
}];
[self presentViewController:tweetComposeViewController
animated:YES
completion:^{ }];
}
else
{
SHKItem *item = [SHKItem image:image title:text];
// Share the message.
[SHKTwitter shareItem:item];
NSLog(#"Device does not support Twitter library");
}
}
A weak link simply means the a framework is not required to be on the device. Or put another way, when you add frameworks to your project, the app will require that framework to be on the device. So if you require a framework to be there, and it isn't, then the app will crash. In your case, you would want to weak link the twitter framework if you want the app to run on iOS version prior to iOS 5 (ie iOS 4.x).
A proper run time check means you should load the app onto your device (running iOS 5 or later) and test the twitter feature of your app. If it crashes, then you know you have a problem.
I skimmed your code and everything looks fine. I didn't run it through my complier though so I can't speak for syntax errors and such. The one change I would make is:
if ([TWTweetComposeViewController canSendTweet])
to
Class twClass = NSClassFromString(#"TWTweetComposeViewController");
if (!twClass) // Framework not available, older iOS
return;
The reason why I use that is becuase that literally checks if the framework is on that device, while canSendTweet checks if the user is logged in. So I don't want to confuse a user not being logged in with a user whose device doesn't support Twitter with iOS 5.
Let me know if you need anymore help.
DETweetComposeViewController is another option. It's compatible with iOS 4 too.
I think you also leak the controller (as do most of the code samples I've seen).
On the other hand, you paid attention to the documentation about the completion handler, and correctly make sure you do UI work in the main thread. I need to go fix my implementation to do the same.
Related
I used this code to make phone call:
NSString *phoneNumber = [#"tel://" stringByAppendingString:mymobileNO.titleLabel.text];
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:phoneNumber]];
and when the call ends, it does not take user back to the app. However, if I show a website in UIWebView and there is a phone number in the website(ie UIWebView recognises it), and if I tap that phone number link to make phone call, I will be taken back to the app when the call finishes.
My preliminary thinking is that the UIWebView does something internally like a deep link to the Phone app then another deep link inside the deep link to take the user back to the app. But I'm not sure. Is there a way to implement this feature?
Thanks!
You need to use the telprompt URL, not tel.
So:
NSString *phoneNumber = [#"telprompt://" stringByAppendingString:mymobileNO.titleLabel.text];
[[UIApplication sharedApplication] openURL:[NSURL URLWithString:phoneNumber]];
This will also give the user a confirmation box before calling the number.
Edit:
This question covers the same issue.
Edit 2:
For those wondering if this URL will result in rejection from the App Store, the answer is generally no. The greater risk is that Apple will suddenly stop supporting the telprompt scheme. As explained by this article, there is a slightly 'safer' way of implementing telprompt with UIWebView (which uses telprompt internally, even if you call it with tel). The relevant code from the article shows how using the documented tel scheme can still give you the effect of telprompt:
+ (void)callWithString:(NSString *)phoneString {
[self callWithURL:[NSURL URLWithString:[NSString
stringWithFormat:#"tel:%#",phoneString]]];
}
+ (void)callWithURL:(NSURL *)url {
static UIWebView *webView = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
webView = [UIWebView new];
});
[webView loadRequest:[NSURLRequest requestWithURL:url]];
}
(Code taken from the article reference in my second edit)
The website: http://www.raizlabs.com/dev/2014/04/getting-the-best-behavior-from-phone-call-requests-using-tel-in-an-ios-app/ has a discussion of whether to use telprompt (undocumented, Apple could potentially change the API without notice), and instead using a category that sends the number to a web view which opens it using telprompt. This has the advantage of not breaking if Apple does something odd.
My game was just rejected from the AppStore for the following two reasons...
We found that your app failed to launch on iPhone 4 running iOS 5.1,
on both Wi-Fi and cellular networks.
We encountered the issue when selecting the application on the Home
screen - the app displayed a launch image then quit unexpectedly
And
Your app did not run at iPhone resolution and/or 2x iPhone 3GS resolution when reviewed on iPad.
Both of these confuse me, I currently do not have Lion installed so cannot test in 5.1 but, it works just fine in 5.0.1 and below.
Also, I have been testing on only my iPad, have no iphone to test on, but the game and graphics run just fine on the iPad. Though! I only have graphic files labeled #2x.png, and none with out it. Could that be the problem here?
If anyone has any advice that would be awesome, I responded to apple's rejection, but i bet it takes a while for them to get back to you, and i'd really like to move this along. Thanks!
**Updated
My didFinishLaunchingWithOptions:
Is as follows
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Override point for customization after application launch.
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:NO];
mainMenu = [[MainMenu alloc] init];
self.navController = [[UINavigationController alloc] initWithRootViewController:mainMenu];
self.navController.navigationBar.hidden = YES;
[self.window addSubview:navController.view];
[self.window makeKeyAndVisible];
[[GCHelper sharedInstance] authenticateLocalUser];
if ([[[NSUserDefaults standardUserDefaults] objectForKey:#"missingWordsAdded"] intValue] != 1) {
[self forceAddWords];
}
if (![[NSUserDefaults standardUserDefaults] objectForKey:#"EnableSoundEffects"]){
[[NSUserDefaults standardUserDefaults] setObject:#"YES" forKey:#"EnableSoundEffects"];
}
return YES;
}
GCHelper sets up GameCenter. thanks!
I've got a few suggestions:
Do a reset on your simulator, launch your program and see if it works
Uninstall your app from iPad, run it from Xcode and see if it works
Ask a friend to test an ad-hoc copy, or attach to your Xcode and run debug copy
Depending on your implementation, you should do some blind check on your startup code (didFinishLaunchingWithOptions or singleton instances). Especially those area that involves GCD, #synchronize, access on NSArray or NSDictionary. And things like default preference initializing and database creation are likely to produce this kind of problem.
Regarding the review process, my log indicates that Apple staff at Cupertino uses an iPad 2 with WiFi connection to run your app. They are not toying with you if they say they can't run your app.
1) "app failed to launch" for different configurations of phone and iOS is a big issue to reproduce because you may not have all the phones with different iOS versions at hand. You can try https://testflightapp.com/ for example, and can come to know your app performance with different configurations.
my app is also rejected for same reason. here u have first check the internet connectivity where it will needed than u have do your code.
to check internate connectivity u can use reachability classes.
I've got a problem with an app that works perfectly in the simulator as well as a physical iPhone 4 and an iPhone 3GS. The app was approved and is now in the App Store, but the distribution build downloaded from the App Store exhibits a bug not seen in the dev/release build.
This is a free app, but is supported by local advertising. When the app launches (or returns from background), the AppDelegate attempts to download some HTML from our ad server, and if successful, presents a modal view controller with a UIWebView and passes an NSData variable containing the HTML. In development/release builds, this works PERFECTLY; the app launches, and after a few seconds, a view slides up and shows the ad, which can be dismissed with a button.
However distribution build from the App Store is different. When the modal view controller slides up, the UIWebView never loads. Remember, I present the view controller ONLY if able to download the ad data -- otherwise, the view is never presented.
Thankfully I implemented a timer in the ad view controller which will cause the modal view to dismiss itself if the webViewDidFinishLoad never fires (in which the timer is invalidated), so at least app users aren't too annoyed. But it's still ugly to have an empty view controller slide up and then slide away for apparently no reason.
Here's the relevant methods in the AppDelegate:
- (void)launchAd
{
[NetworkActivity showFor:#"ad"];
if (!alreadyActive && [ServerCheck serverReachable:#"openx.freewave-wifi.com" hideAlert:YES])
{
alreadyActive = YES;
[self performSelectorInBackground:#selector(downloadAdData) withObject:nil];
}
[NetworkActivity hideFor:#"ad"];
}
- (void)downloadAdData
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSString *baseURL = #"http://appdata.freewave-wifi.com/ad/";
NSString *file = (IS_IPAD) ? #"ipad.php" : #"iphone.php";
NSURL *adURL = [NSURL URLWithString:[baseURL stringByAppendingString:file]];
adData = [[NSData alloc] initWithContentsOfURL:adURL];
[self performSelectorOnMainThread:#selector(presentAdModal) withObject:nil waitUntilDone:NO];
[pool release];
}
- (void)presentAdModal
{
if (adData)
{
AdViewController *adView = [[AdViewController alloc] initWithNibName:nil bundle:nil];
[adView setAdData:adData];
UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:adView];
[navController setModalPresentationStyle:UIModalPresentationFormSheet];
[navController setModalTransitionStyle:UIModalTransitionStyleCoverVertical];
[tabBarController presentModalViewController:navController animated:YES];
[navController release], navController = nil;
[adView release], adView = nil;
}
else
LogError(#"Not presenting ad; unable to create data object.");
}
By the way, adData is defined in header with NSData *adData;
The AdViewController simply contains a UIWebView, which is loaded with
[webView loadData:adData MIMEType:#"text/html" textEncodingName:#"utf-8" baseURL:nil];
Again, this all works PERFECTLY, EVERY TIME with dev/release builds in simulator and physical devices -- just not on distribution build from app store. I have even converted the NSData to an NSString and barfed it out with NSLog() just to prove that the HTML was downloaded before presenting the AdView modally.
[sigh...]
EDIT 1: In case my original post was not clear, the webViewDidFinishLoad never gets called in distribution build (but it does in dev/release build).
EDIT 2: Also, just before I call
[webView loadData:adData MIMEType:#"text/html" textEncodingName:#"utf-8" baseURL:nil];
in the AdViewController, I added a temporary NSLog() and converted adData to NSString and logged it to the console, and the HTML was there. So, the UIWebView just refuses to load the NSData?
HOLY COW. I figure it out.
Okay, before I say what I found, I did want to correct my own original wording: the modal ad has never worked in the simulator, but always on devices. I know the simulator can have its quirks, so I never thought anything of it, especially since it always worked on the devices. I know this is an important detail that was missing for this discussion, but it's been a couple of weeks since I worked on this project, and I'd forgotten all about it until today.
Now then... While tinkering with things, I noticed the AdView.xib was not in my project file list. I expanded a few folders thinking maybe it was accidentally dragged into one of them, but it was not listed at all. This really has me puzzled, though -- Xcode NEVER complained about a missing resource (no warnings or errors; always a perfect compile).
So, I navigated to the physical location and added the AdView.xib into the project. Now, the modal ad is displayed in the simulator, which is a first. I figure that since now the app works correctly in the simulator, it should work fine in the distribution build (odd correlation to make, but it's all I got until my update hits the App Store).
Obviously, I'll be submitting an update, so I won't accept my own answer until after the update hits the App Store (assuming I have actually fixed it).
Ok, this is an extremely long shot, but perhaps worth considering.
The docs for NSData state that with regards to initWithContentsOfURL "The returned object might be different than the original receiver." So, if it was a different object, and one which was in fact autoreleased, consider this line in your code:
adData = [[NSData alloc] initWithContentsOfURL:adURL];
This won't add a retain count for adData -- you didn't write self.adData = or similar. So, bearing in mind the scenario mentioned whereby the returned NSData was autoreleased: your method downloadAdData wraps its content in an NSAutoreleasePool. This is correct practice. However, that might result in adData being released BEFORE presentAdModal is called on the main thread. So...
In presentAdModal you just check that adData isn't nil -- but it can be not nil, and still have been deallocated from memory at that point by your NSAutoreleasePool -- hence, you would in this situation trigger the "show web view" code, but be attempting to load an NSData object that had been trashed. Which probably would contain complete garbage, hence no successful "web view loaded" call.
As I said, a long shot, but the ony thing that jumps out at me at this point.
UPDATE:
A completely different cause of your problem might be this:
Your test environment (i.e. non App-Store builds) is making requests from a certain part of the internet (i.e. your office) which has permission to access the web server containing ads, due to either IP blocking or whatever network setup there is, whereas your App Store release builds are attempting to access the ad server from parts of the internet which are forbidden. Again, probably not the case, but worth mentioning.
I am trying to apply Mike Chen's answer here, using SDK 3.0. In delegate.m file I implement;
[viewController.view addSubview:[[objc_getClass("PLCameraController") sharedInstance] previewView]];
and in viewcontroller.m I implement:
CapturedImage = [[objc_getClass("PLCameraController") sharedInstance] _createPreviewImage];
but CapturedImage is always nil. Any suggestions?
Things to check:
(1) Has PLCameraController been updated for iPhone 3.x? This blog post suggest it has not.
(2) Instead of nesting all your calls Smalltalk style break them apart so you can see if your getting the objects you think you are:
WhateverClass *cameraController=[objc_getClass("PLCameraController") sharedInstance];
if (cameraController!=nil) {
ImageClass *myImage=[cameraController _createPreviewImage];
}else {
NSLog(#"camerController is nil");
}
Just remember that PLCameraController is a private framework that relies on a hidden Apple API. Even if you get it work, you most likely won't get it passed the App store review.
I'm having a problem with applicationShouldTerminate.
What ever I do it seams that has no effect. Any help would be
appreciated.
I'm well versed in programing but this just gives me headache. Im going
over some basic tutorials for xcode , as I'm new to mac in general, and am currently looking at a simple flashlight app.
It exists but I would like to add a alert box here with option not to
quit.
(void)applicationWillTerminate:(UIApplication *)application
{
[application setIdleTimerDisabled:NO];
}
this has no effect, alert is closed even before its created.
(void)applicationWillTerminate:(UIApplication *)application
{
[application setIdleTimerDisabled:NO];
UIAlertView *alertTest = [[UIAlertView alloc]
initWithTitle:#"This is a Test"
message:#"This is the message contained
with a UIAlertView"
delegate:self
cancelButtonTitle:#"Button #1"
otherButtonTitles:nil];
[alertTest addButtonWithTitle:#"Button #2"];
[alertTest show];
[alertTest autorelease];
NSLog(#"Termination");
}
I did some reading online and found that it should be possible to do
this with
(NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication*)sender
But no mater where I put that declaration I get error: syntax error
before NSApplicationTerminateReply.
There is no syntax error except that xcode seems not to recognize
NSApplicationTerminateReply as valid input.
Any sample code would be greatly appreciated.
I know this is a non-answer, but hopefully I can be helpful:
Displaying a "Really quit?"-type alert like this, even if you can pull it off technically (and I'm not sure you can), is a bad idea and is likely to either cause rejection from the App Store or, at best, an inconsistent user experience because no other apps do this.
The convention with iPhone apps is to save state if necessary, then yield control (for termination) as quickly as possible when the user hits the home button or switches apps.
To ensure a consistent experience, Apple probably has an aggressive timer in place to restrict what you can do in applicationWillTerminate. And even if they don't have a technical measure in place, they probably have an App Store approval policy to ensure that applications quit immediately when they're asked to.
applicationShouldTerminate and NSApplication do not exist on the iPhone. You have to use UIApplication.
The alert view is never shown because the 'show' method does not block, and therefore, the end of 'applicationWillTerminate' is reached immediately after you create the alert view and try to show it. I believe this is by design. You can't really begin asynchronous operations in 'applicationWillTerminate'.
With regards to the applicationShouldTerminate error, in case anyone's curious, NSApplicationTerminateReply and NSApplication seem to be deprecated...even though the OP's method is exactly how it appears in the docs!
Defining your method as the below should build with no errors:
-(BOOL)applicationShouldTerminate :(UIApplication *)application
I think I found the answer to what I wanted to do but will need to check it when I get back home.
Some directions were found here
http://blog.minus-zero.org/
The iPhone 2.0 software was recently released, and with it came the
ability for users to download native apps (i.e., not web sites)
directly to their phones from within the iPhone UI or via iTunes.
Developers (anyone who pays Apple 59GBP for the privilege) can then
write their own apps and have them available for purchase in the App
Store.
One limitation of the Apple-sanctioned SDK is that only one
application is allowed to be running at a time. This presents a
problem for apps such as IM clients, music players and other programs
whose functionality relies on being able to run in the background.
Another example (courtesy of James) would be an app that takes
advantage of the iPhone 3G's GPS chip to create a log of all the
places you visit.
However, there is a neat trick that I discovered: your app will only
get terminated if you switch away from it, and hitting the iPhone's
power button while your app is in the foreground doesn't count as
switching away. The upshot of this is you can create apps which
continue to run while the iPhone is in your pocket - perfect for the
GPS example.
Achieving this is as simple as implementing two methods in your
UIApplication delegate - applicationWillResignActive: and
applicationDidBecomeActive:. Here's a simple example to demonstrate
the effect.
In your UIApplication delegate header file, add a new ivar: BOOL
activeApp. Then, in your implementation, add the following three
methods:
- (void)applicationWillResignActive:(UIApplication *)application {
NSLog(#"resigning active status...");
activeApp = NO;
[self performSelector:#selector(sayHello) withObject:nil afterDelay:1.0];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
NSLog(#"becoming the active app...");
activeApp = YES;
}
- (void)sayHello {
NSLog(#"Hello!");
if (!activeApp)
[self performSelector:#selector(sayHello) withObject:nil afterDelay:1.0];
}