Is it possible to programatically find out name of all apps installed on my iOS device ?
Is there any API available for same ?
Thanks for the help
No, on iOS applications has no access to information of/about other applications due to sandboxed environment.
Yes it is possible to get list of all installed app
-(void) allInstalledApp
{
NSDictionary *cacheDict;
NSDictionary *user;
static NSString *const cacheFileName = #"com.apple.mobile.installation.plist";
NSString *relativeCachePath = [[#"Library" stringByAppendingPathComponent: #"Caches"] stringByAppendingPathComponent: cacheFileName];
NSString *path = [[NSHomeDirectory() stringByAppendingPathComponent: #"../.."] stringByAppendingPathComponent: relativeCachePath];
cacheDict = [NSDictionary dictionaryWithContentsOfFile: path];
user = [cacheDict objectForKey: #"User"];
NSDictionary *systemApp=[cacheDict objectForKey:#"System"];
}
systemApp Dictionary contains the list of all system related app
and user Dictionary contains other app information.
Not from the device. However, from the desktop you could peek into the iTunes library.
There are ways to do this without a jailbroken device and not get your app rejected.
1. get a list of currently running processes see this SO answer. You will need to translate from process name to app name.
2. Check to see if any apps have registered a unique URL scheme with UIApplicationDelegate canOpenURL. There are a few sites cataloging known url schemes, this is the best one.
If an app is not currently running and does not register a custom url scheme then it will not be detected by these methods. I am interested in hearing a method that will be allowed in the app store that works better than this.
try this, it will work even with non-jailbroken devices:
#include <objc/runtime.h>
Class LSApplicationWorkspace_class = objc_getClass("LSApplicationWorkspace");
SEL selector=NSSelectorFromString(#"defaultWorkspace");
NSObject* workspace = [LSApplicationWorkspace_class performSelector:selector];
SEL selectorALL = NSSelectorFromString(#"allApplications");
NSLog(#"apps: %#", [workspace performSelector:selectorALL]);//will give you all **Bundle IDS** of user's all installed apps
You can do it by checking whether an application is installed or not by using canOpenURL method or by checking the background processes and matching them with the name of the app you are interested in.
You can use runtime objective c to get the list of all installed apps. It will give you an array of LSApplicationProxy objects.
Following is a code snippet that prints Name of all applications installed in your device.
Class LSApplicationWorkspace_class = objc_getClass("LSApplicationWorkspace");
NSObject* workspace = [LSApplicationWorkspace_class performSelector:NSSelectorFromString(#"defaultWorkspace")];
NSMutableArray *array = [workspace performSelector:NSSelectorFromString(#"allApplications")];
NSMutableArray *mutableArray = [[NSMutableArray alloc] init];
for (id lsApplicationProxy in array) {
if(nil != [lsApplicationProxy performSelector:NSSelectorFromString(#"itemName")]){
[mutableArray addObject:[lsApplicationProxy performSelector:NSSelectorFromString(#"itemName")]];
}
}
NSLog(#"********* Applications List ************* : \n %#",mutableArray);
Don't forget to include <objc/runtime.h> .
Related
I am displaying a pdf file in an app. I want to show "open with" option on nag bar showing apps installed on iPhone that can open same pdf and if user selects any of the app (for e.g. pdf viewer) then the pdf should get open with pdf viewer app.
How do I do this?
Please help
Thanks in advance.
To open a file in an available application on the device, use the UIDocumentInteractionController class.
A document interaction controller, along with a delegate object, provides in-app support for managing user interactions with files in the local system. For example, an email program might use this class to allow the user to preview attachments and open them in other apps. Use this class to present an appropriate user interface for previewing, opening, copying, or printing a specified file.
There are a lot of questions around it on SO if you get stuck. search results for UIDocumentInteractionController
This code will present the OpenIn interaction you're looking for. It works for iPhone and iPad. On iPad its in a popover. I'm generating the PDF but if you're just using one you have you don't need to writeToFile, just hand in the filePath.
// In your header. MyViewController.h
#interface MyViewController : UIViewController <UIDocumentInteractionControllerDelegate>
{
UIDocumentInteractionController *docController;
}
// In your implementation. MyViewController.m Open Results is hooked up to a button.
- (void)openResults
{
// Generate PDF Data.
NSData *pdfData = [self makePDF];
// Create a filePath for the pdf.
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *filePath = [documentsDirectory stringByAppendingPathComponent:#"Report.pdf"];
// Save the PDF. UIDocumentInteractionController has to use a physical PDF, not just the data.
[pdfData writeToFile:filePath atomically:YES];
// Open the controller.
docController = [UIDocumentInteractionController interactionControllerWithURL:[NSURL fileURLWithPath:filePath]];
docController.delegate = self;
docController.UTI = #"com.adobe.pdf";
[docController presentOpenInMenuFromBarButtonItem:shareButton animated:YES];
}
You can check with Apple Default api of "UIDocumentInteractionController".
Below is url:
http://developer.apple.com/library/ios/#documentation/UIKit/Reference/UIDocumentInteractionController_class/Reference/Reference.html
Hope, it will resolve your issue.
Cheers.
I developed multi language, navigation controller based application. The main menu of the application have also and settings screen at below. User can change to application language with language button pressed. I want to refresh main menu screen and also settings screen language When user changed language But i did not.
NSString *path = [[NSBundle mainBundle] pathForResource:#"nl" ofType:#"lproj"];
NSBundle *bundle = [NSBundle bundleWithPath:path];
NSString *englishWord = #"translate";
NSString *translation = [bundle localizedStringForKey:englishWord value:englishWord table:nil];
NSLog(#"%# = %#", englishWord, translation);
// nl.lproj/Localizable.strings:
"translate" = "vertaal"
Keep in mind, that Apple discourages language selection in the app. The best solution is to just localize your Views and use NSLocalizableString, and just let the language in the app follow the language of the phone's settings.
make a method (which returns a dictionary of language strings loaded from plist) in the AppDelegate.
Whenever user selects a language set the NSUserDefaults accordingly, and call that method in app delegate.
Now use this method in viewWillAppear of every controller and get the desired language dictionary and load your views.
-(NSMutableDictionary*)getCurrentLanguageDictionaryFromResource
{
NSString *defaultPath;
defaultPath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"%#.plist",[self getAppCurrentSettingsLanguage]] ofType:nil];
if(languageDictionary !=nil)
{
[languageDictionary release];
languageDictionary=nil;
}
languageDictionary = [[NSMutableDictionary alloc] initWithContentsOfFile:defaultPath];
return languageDictionary;
}
You need to restart application, if you want to change language.
For this, you can use local notifications to again restart your application with proper message showing user that your application will get re-started now.
Hope this description helps you......
I have seen that in iOS 5, CoreBluetooth provides the capability to check if Bluetooth is disabled. From what I have seen of the documentation, it is clearly aimed at bluetooth peripheral use. However, I am attempting to check if bluetooth is on because I am using GameKit (GKPeerPickerController) that will search endlessly for bluetooth connections if it is not enabled, which is an issue.
I tried to do this like so:
CBCentralManager * manager = [[CBCentralManager alloc] init];
if (manager.state == CBCentralManagerStatePoweredOn ) {
//go ahead with GameKit
}
This does not work, and manager.state is always equal to null. What am I doing wrong here? Or alternatively, are there better ways to check the status of bluetooth on the iPhone?
EDIT: I don't want to call any private APIs because I will be submitting this app to the app store. I have edited my question title to clarify this.
Ok, I discovered that by doing this:
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:FALSE], CBCentralManagerScanOptionAllowDuplicatesKey, nil];
NSMutableArray * discoveredPeripherals = [NSMutableArray new];
CBCentralManager * manager = [[CBCentralManager alloc] initWithDelegate:self queue:nil];
[manager scanForPeripheralsWithServices:discoveredPeripherals options:options];
[manager stopScan];
If bluetooth is off, the system will pop up an alert view which will offer the choice to turn bluetooth on. Otherwise, if it finds a peripheral it will call a corresponding delegate method, but if there is nothing in that implementation you don't need to worry about it.
You can find the answer of your question by this link. Check it out.
Edited
Have you checked out the Game Kit Framework reference?
According to Apple:
Game Kit offers your applications the ability to create Bluetooth
connections between two devices.
Edited
Then try this project. https://github.com/sergiomtzlosa/MultiContactsSelector-ios
You know how you can Reset the coredata store on an iPhone simulator when you've changed your entity structure?
Do I need to perform a similar process when I've created a new version of my core data store that is different from what I last ran on my iPhone? If so, how, please?
Thanks
Just for convenience, until you code a way to remove the persistent store through your app, you can just delete the app off the phone. (Hold your finger on the home screen until icons get wiggly, then click the x on your app.) Then with your phone connected to your Mac, choose Product > Run in XCode and it will reinstall your app on the phone, but with empty data directories.
For deployment, of course, you need to come up with a way to do it without deleting the app, if you will ever change your data model after deployment (assume you will). Data migration is the best option, but if all else fails delete the persistent store file. It would be preferable to prompt for the user's approval before doing that. If they have important data they can decline and maybe get the old version of your app back to view the data and migrate it by hand, or they can wait until you release version 2.0.1 that fixes your data migration bug.
Here is the routine I use to reset my App content. It erases the store and any other file stored.
- (void) resetContent
{
NSFileManager *localFileManager = [[NSFileManager alloc] init];
NSString * rootDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
NSURL *rootURL = [NSURL fileURLWithPath:rootDir isDirectory:YES];
NSArray *content = [localFileManager contentsOfDirectoryAtURL:rootURL includingPropertiesForKeys:nil options:NSDirectoryEnumerationSkipsSubdirectoryDescendants error:NULL];
for (NSURL *itemURL in content) {
[localFileManager removeItemAtURL:itemURL error:NULL];
}
[localFileManager release];
}
If you only want to erase the store, since you know its file name, you can refrain from enumerating the document directory content:
- (void) resetContent
{
NSFileManager *localFileManager = [[NSFileManager alloc] init];
NSString * rootDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject];
NSURL *rootURL = [NSURL fileURLWithPath:rootDir isDirectory:YES];
NSURL *storeURL = [rootURL URLByAppendingPathComponent:#"myStore.sqlite"];
[localFileManager removeItemAtURL:storeURL error:NULL];
[localFileManager release];
}
But please note that in many cases, its better to migrate your store when you change your model, rather than to delete it.
locate your app in /Users/username/Library/Application Support/iPhone Simulator/4.3.2 (iOS Version may be different) and delete the .sqlite file
You can look at the path that is being sent to the persistentStoreCoordinator on setup, and remove that file. Usually the approach I have taken is that I set up the store to auto migrate, and if that fails I delete the store and attempt one more time to create the persistentStoreCoordinator which will use the now empty path.
Don't forget you may need to repopulate anything stored in the old database.
I know that it was possible before the Graph API.
I work on an iPhone app that may not be in the background (one of the requirements).
In addition there is a login screen on the app launching.
Therefore it is not suitable to go to background in order to authenticate to Facebook and then return to the app and login once again each time the user wants to share something.
So, my question is if there is a way to authenticate with Facebook without leaving the app.
BTW, I have tried to use the old API.
It worked in the beginning but yesterday it stopped working.
I just see a blank screen inside the old Facebook login web view.
I have also checked one of my old apps that use that old Facebook Connect API and I get the same blank login screen in that app too.
Any idea will be appreciated.
Thank you in advance.
--
Michael.
In Facebook.m
- (void)authorizeWithFBAppAuth:(BOOL)tryFBAppAuth
safariAuth:(BOOL)trySafariAuth {
NSMutableDictionary* params = [NSMutableDictionary dictionaryWithObjectsAndKeys:
_appId, #"client_id",
#"user_agent", #"type",
kRedirectURL, #"redirect_uri",
#"touch", #"display",
kSDKVersion, #"sdk",
nil];
method comment out this
UIDevice *device = [UIDevice currentDevice];
if ([device respondsToSelector:#selector(isMultitaskingSupported)] && [device isMultitaskingSupported]) {
if (tryFBAppAuth) {
NSString *fbAppUrl = [FBRequest serializeURL:kFBAppAuthURL params:params];
didOpenOtherApp = [[UIApplication sharedApplication] openURL:[NSURL URLWithString:fbAppUrl]];
}
if (trySafariAuth && !didOpenOtherApp) {
NSString *nextUrl = [NSString stringWithFormat:#"fb%#://authorize", _appId];
[params setValue:nextUrl forKey:#"redirect_uri"];
NSString *fbAppUrl = [FBRequest serializeURL:loginDialogURL params:params];
didOpenOtherApp = [[UIApplication sharedApplication] openURL:[NSURL URLWithString:fbAppUrl]];
}
}
This will prevent the app from going to background and show you the standard fb dialog.
Here you have an alternative solution.
If you don't like to change the facebook sdk code and want a solution that allows you to choose between SSO or the old-fashioned mechanism, you can Implement an extension like this:
//Facebook_SSOExtension.h
--------------------------------------------------------
#interface Facebook(SSOExtension)
-(void) authorize:(NSArray*)permissions useSSO:(BOOL) useSSO;
#end
//Facebook_SSOExtension.m
--------------------------------------------------------
//So warnings do not appear
#interface Facebook(PrivateSSOExtension)
- (void)authorizeWithFBAppAuth:(BOOL)tryFBAppAuth
safariAuth:(BOOL)trySafariAuth;
-(void) setPermissions:(NSArray*) permissions;
#end
#implementation Facebook(SSOExtension)
-(void) authorize:(NSArray*)permissions useSSO:(BOOL) useSSO
{
[self setPermissions: permissions];
[self authorizeWithFBAppAuth:useSSO safariAuth:useSSO];
}
#end
Even though this requires more work than commenting-out the sso code, you will be able to update the facebook-sdk without major problems (if they rename authorizeWithFBAppAuth:safariAuth: your extension will not work, use asserts to detect this issue quickly). Also, if you are building a reusable component to interact with facebook without repeating things over and over again, this will save you some work too.
Cheers.