I was testing Heatmaps SDK, and I wanted to know if there is a setting or a way to show heatmaps on all the visible elements at one time? Currently I can view one element at a time like below.
This is my setup and below are pictures of the results:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
UIViewController *rootVC = _window.rootViewController;
self.window = [[HMUIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = rootVC;
heatmaps = [[Heatmaps alloc] init];
heatmaps.showDebug = YES;
heatmaps.showMenu = YES;
[heatmaps start];
//...
return YES;
}
Currently you may only see the heatmap for one element at a time.
Related
I am trying to integrate Twitter and Facebook into my app.
I tried this demo, and it works only when I try it in a separate project. When I try it in my project it does not work (the actions do not integrate to the buttons).
It shows this message to me:
2013-06-25 11:50:39.885 app[1255:19703] Warning: Attempt to present <SLFacebookComposeViewController: 0xa199280> on <ViewController: 0x9497b60> whose view is not in the window hierarchy!
Refer this link:
stackoverflow
Quoted from the above link:
-(void) application:(UIApplication *)application didReceiveLocalNotification:(UILocalNotification *)notification {
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.blankviewController = [[blankPageViewController alloc] initWithNibName:#"blankPageViewController" bundle:nil];
self.window.rootViewController = self.blankviewController;
[self.window makeKeyAndVisible];
}
Hi I'm trying to develop an app for iPhone 5 and iPhone 4/4s. I'm having trouble while using storyboard: I designed the storyboard for iPhone 4/4s, but when I try it on an iPhone 5 my GUI sucks...
I read on the internet that the easiest solution it's to use 2 storyboard: one for retina 4 and one for retina 3.5.
I wanted to ask you how I can call the different storyboard by code?
I created 2 storyboard file:
MainStoryboard.storyboard
MainStoryboardiPhone5.stroryboard
I found on internet that i should obtain the screen size of the device and load a different storyboard, but where I should do that? In Appdelegate.m in method
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
To detect the size of the display I founded this code on the web:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
if (screenBounds.size.height == 568) {
NSLog(#"retina 4");
} else {
NSLog(#"retina 3.5");
}
return YES;
}
Now I should only find a way to invoke the different storyboard when I detect a retina 4 or a retina 3.5.
What I should do to invoke the correct storyboard?
Thank you
The iPhone 5's screen has a height of 568.
You can simply use this macro to check it its iPhone 5:
#define IS_IPHONE_5 (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
Then in your AppDelegate.m check for iPhone 5 and load that particular storyboard.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
UIStoryboard *mainStoryboard = nil;
if (IS_IPHONE_5) {
mainStoryboard = [UIStoryboard storyboardWithName:#"MainStoryboardiPhone5" bundle:nil];
}
else {
mainStoryboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
}
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = [mainStoryboard instantiateInitialViewController];
[self.window makeKeyAndVisible];
return YES;
}
UPDATE:
Using the following macro
// Check if device is iPhone 5
#define IS_IPHONE_5 (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
// Get the storyboard name according to the device
#define GET_STORYBOARD_NAME(controllerName) IS_IPHONE_5 ? controllerName : [NSString stringWithFormat:#"%#-iPhone4",controllerName]
Now in your App Delegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
UIStoryboard * storyboard = [UIStoryboard storyboardWithName:GET_STORYBOARD_NAME(#"Main") bundle:nil];
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = [storyboard instantiateInitialViewController];
[self.window makeKeyAndVisible];
return YES;
}
Note:
Always the iPhone4 storyboard name should be in this format
YourStoryboardName-iPhone4.storyboard
I know it's not really what you're asking, but it's really worth persevering with AutoLayout. Unless your views are so different (eg, using different graphics, etc), AutoLayout can cope with pretty much anything by way of rearranging stuff. It's tricky to start with as it doesn't really use static positions for your layout items, it works by you telling it your intentions for how to place things relative to everything else (superview, other items, etc). Check out some tutorials online (Ray Wenderlich's one is very good).
I have implemented iOS 6 API for state saving, it works - after I quit the app and launch back in for some milliseconds the restored view controller fly in, but then it's replaced by the main view controller I display at launch.
I'm setting every time the app launch the root view of the main window, so this must be the issue.
Here is my code:
- (BOOL)application:(UIApplication *)application willFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
[self commonInitializationLaunching:launchOptions];
return YES;
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
[self commonInitializationLaunching:launchOptions];
return YES;
}
- (void)commonInitializationLaunching:(NSDictionary *)launchOptions
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Override point for customization after application launch.
static NSString *const kKeychainItemName = #"OAuthGoogleReader";
self.viewController = [[ViewController alloc] initWithNibName:#"ViewController" bundle:nil];
self.navController = [[UINavigationController alloc] initWithRootViewController:self.viewController];
GTMOAuth2Authentication *auth;
auth = [GTMOAuth2ViewControllerTouch authForGoogleFromKeychainForName:kKeychainItemName
clientID:kClientID
clientSecret:kClientSecret];
self.window.rootViewController = self.navController;
[self.window makeKeyAndVisible];
BOOL isSignedIn = [auth canAuthorize];
if (isSignedIn) {
NSLog(#"Signed");
}else{
NSString *scope = #"https://www.google.com/reader/api/";
GTMOAuth2ViewControllerTouch *viewController;
viewController = [[GTMOAuth2ViewControllerTouch alloc] initWithScope:scope
clientID:kClientID
clientSecret:kClientSecret
keychainItemName:kKeychainItemName
delegate:self
finishedSelector:#selector(viewController:finishedWithAuth:error:)];
[self.navController pushViewController:viewController animated:YES];
// self.window.rootViewController = viewController;
}
});
}
You can see that in -(void)commonInitializationLaunching:(NSDictionary *)launchOptions
I'm setting my window's root view. I don't know what to put in there. Perhaps check if there is saved state and then load this method? But how?
Thanks!
Here is what I've tried following Rob's advice:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
if (!self.isRestored) {
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
}
[self commonInitializationLaunching:launchOptions];
[self.window makeKeyAndVisible];
return YES;
}
with nothing in willFinishLaunching...
I also removed by window code from my commonInitializationLaunching method.
Storyboards will do most of the heavy lifting for you, such as restoring the window. Using code, however, will not restore the window. You will need to hold on to your root view controller using the encoder. Your code will look something like this:
NSString * const AppDelegateRootVCKey = #"AppDelegateRootVCKey";
- (void)application:(UIApplication *)application willEncodeRestorableStateWithCoder:(NSCoder *)coder {
[coder encodeObject:self.window.rootViewController forKey:AppDelegateRootVCKey];
}
- (void)application:(UIApplication *)application didDecodeRestorableStateWithCoder:(NSCoder *)coder {
// Grabs the preserved root view controller.
UIViewController * vc = [coder decodeObjectForKey:AppDelegateRootVCKey];
if (vc) {
UIWindow * window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
window.rootViewController = vc;
window.restorationIdentifier = NSStringFromClass([window class]);
// The green color is just to make it obvious if our view didn't load properly.
// It can be removed when you are finished debugging.
window.backgroundColor = [UIColor greenColor];
self.window = window;
}
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
if (!self.window) {
UIWindow *window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// The blue color is just to make it obvious if our view didn't load properly.
// It can be removed when you are finished debugging.
window.backgroundColor = [UIColor blueColor];
UIViewController *root = // However you create your root.
window.rootViewController = root;
window.restorationIdentifier = NSStringFromClass([window class]);
self.window = window;
}
[self commonInitializationLaunching:launchOptions];
[self.window makeKeyAndVisible];
return YES;
}
Another gotcha to watch out for is to make sure that your UINavigationControllers and UITabBarControllers have restoration identifiers.
State restoration is generally integrated with storyboards. If you're using a storyboard, you should not be creating your own window, view controllers, etc. You should let the storyboard do this for you. What's happening is that the storyboard is doing all the state restoration, and then you're creating a new window and laying it on top of all that. If that's the case, you're probably creating two copies of your UI on every launch. You're just not noticing it.
If you are constructing your entire interface in code (not a recommended approach, but it does work), then you need to determine whether state restoration happened before creating your UI. This is fairly simple:
In your commonInitializationLaunching:, initialize only non-UI elements (things that wouldn't ever be in state-preservation). This is the place to handle things that the UI elements might rely on during state restoration. You don't have any of these in your current code.
In application:didDecodeRestorableState:, set an app delegate ivar to indicate that state was restored.
In application:didFinishLaunchingWithOptions:, after running commonInitializationLaunching:, check your ivar. If state wasn't restored, create a UI.
Do remember that the commonInitializationLaunching: pattern only exists for backward compatibility with iOS 5. If you don't need that, then just put non-UI in willFinish and UI in didFinish (if state wasn't restored).
Please tell me can I use a time while application is loading (while splash screen is being showed) to perform some background operations? (I need to call CLLocationManager and update current location) If I'm allowed to do it please tell me where to put a code.
It is not possible to perform anything while real splash screen is shown.
Your actions starts in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
method which is executed when splash screen removed.
If you want to perform some time-cost operation before showing user interface, your only options is show manually "fake" splash screen during this time. It can be image or anything else e.g. activity indicator or animation. If you use same image that used for splash screen,
user will see no difference, it will look like splash screen will remain some seconds longer for him, but you will already have your data loaded.
In this case your app delegate may be like this:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.viewController = [[ViewController alloc]
initWithNibName:#"FakeSplashViewController" bundle:nil];
self.window.rootViewController = self.viewController;
[self performSelectorInBackground: #selector(someLongOperation) withObject: nil];
[self.window makeKeyAndVisible];
return YES;
}
- (void) someLongOperation{
//doing something
//...
[self performSelectorOnMainThread:#selector(atLastLoadGUI) withObject:nil waitUntilDone:NO];
}
- (void) atLastLoadGUI{
// start GUI
}
I successfully installed heatma.ps SDK (https://heatma.ps) in my iPhone application. It tracks all the touches and gestures, but I can't view a heatmap when I shake my device. Any idea why? There is no log, it just doesn't show up.
This is how I setup my heatmaps object.
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
//...
heatmaps = [[Heatmaps alloc] init];
heatmaps.showDebug = YES;
[heatmaps start];
//...
}
To see heatmaps you need to set showMenu property of heatmaps object to YES
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
//...
heatmaps = [[Heatmaps alloc] init];
heatmaps.showDebug = YES;
heatmaps.showMenu = YES;
[heatmaps start];
//...
}
Watch the following screencast: "Viewing heatmaps"