iPhone SDK - UIWebView embedding a YouTube Video - iphone

I am using this to prevent the app from opening the youtube app and instead plays the video whilst staying inside my app.
It works fine and all but it's a bit slow with loading it's date (they're inside a tableview, each cell for about 15 atm~).
The moment when it suddenly loads everything correctly is when this error has been passed into the debugging console:
warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11) /Symbols/System/Library/Internet Plug-Ins/YouTubePlugin.webplugin/YouTubePlugin" (file not found).
Is it possible that this slows down
the loading of the uiwebview? (as
soon as this error's been passed it
suddenly quickly loads all the
content).
If it doesn't slow anything down is it something my app could get rejected on?
Thanks in advance

you ever find an answer for this? i'm having the same issues
EDIT: this delay is only experienced when debugging on the phone. the plugin attempts to load and there is a large delay before the youtube view pops up in the webview. if you unplug the phone from xcode (disabling the remote debugger) it immediately loads the webview

The warning is there because the youtube plugin used by your device does not exist in the simulator (indeed, the youtube app is not present in the simulator either). The delay you experience is due to continuous polling of the debugger for info from the original plugin in your device.

I'm not quite sure I understand your problem. However, the three20 library has a nice youtube control for embedding in applications.

Related

Flutter app launch janky and need optimisations

The app I have created seems to open quite slow (and janky) compared to other apps on my phone. It only seems to happen on android
I have tried copying the dependencies to a new project and running it and it doesn't replicate the same behaviour.
I have also changed the original app to only load a red container in the matierial app but its still really choppy on app launch before it loads.
I would post some code but I am not entirely sure whats wrong.
Sorry this is quite vague but I am running out of ideas. I dont really want to have to recreate everything in a new project.
Please note I have done the android v2 migration so it could potentially be linked to this?
Does anyone have any ideas to what could be causing it?
Update:
Forgot to mention this is on profile/release mode.. its not debug mode causing it
Well, it's hard to know why your app is being so "janky" but i'm going to make a few shots in the dark:
Are you running this on an emulator or on a real phone? Emulators will sometimes act weird, and will deliver results that you might not see on an actual android device. If you are running this on an emulator, try launching it on a physical phone. I have had experience with using Android emulators and sometimes trying to open the app at all becomes weird. How old your phone is might also be the cause of this, if it is old.
Do you have too many tabs open? Try exiting out of all of your applications and then open up your flutter app. See if that does anything.
That is all that I have concerning the environment that you are working in. You haven't posted any code, so i'm going to have to ask you about what your app is doing on startup. It would be good if you posted some code or a link to a git repository so that I can see that and be of better help.

Unity3D Player Error "Receiving unhandled NULL exception Obtained 22 stack frames."

I have developed a Unity3d Mac standalone app, which crashed after a while with the above mentioned error - the whole app gets frozen.
I have pages with a video, which I load and un-load dynamically when entering/exit the page. Most of the time the app crashed when I leave the page with the video to the menu. Anyone any idea, I did find anything valuable answer to this matter :(
----- Tests -----
After a few test runs, I narrowed it down to the video. Not sure what exactly the issue is, but when I played a video and leave the page the app freezes...sometimes immediately, sometimes after a while.
Unity 2018.1f
Tested on : Mac OSX 10.12.6 & OSX 10.11.6
After long tests and try-outs, we found a general problem with Unity and continues playing videos. After updating everything, as well as to the latest Unity2018.2 version - it finally was working well. As per Unity changelog, they did some fixes on the VideoPlayer.
Good luck.

My iOS app broke my iPhones recording capabilities, should I worry?

I'm a bit of a newbie in iOS programming, and have recently tried out some stuff with AVAudioRecorder and AVAudioPlayer, and happend on some strange bugs.
Basicaly what happened was that my app bugged out so hard it broke my iPhones (iPhone 4) audio-recording capabilities. And I'm not just talking about my app not being able to record anymore, none of the apps I tried, such as "Vocie-memo" and recording a movie using the standard-camera-app, where not able to record audio (video for the camera worked fine) anymore.
The problem can only be resolved by restarting the iPhone.
Since I'm a newbie I don't know a lot about these things and if it happens frequently (One app bugging out causing problems for other apps) or if this is something I should report as a bug to Apple.
It was my understanding that the "sandbox" made sure that even though your app bugged out, this wouldn't affect others, but I may be wrong. So my question is: Does this happen often? should I report it?
((For those interested please ask for more info, but it basicaly has to do with sending prepareToPlay to the player but instead begin recording))
Thanks in advance!
Congratulations! You crashed the process that manages recording on iOS devices. You might want to file a radar in Apple's ancient bug report system detailing what happened, but Apple probably wouldn't let an app that does this onto the app store.
So, in conclusion: You don't really have to worry.

iOS Safari localStorage broken QUOTA_EXCEEDED_ERR

While running HTML5 app I have ran into QUOTA_EXCEEDED_ERR exception. After some investigation it has become clear that
(errors were discovered from debug console)
1) every site which tries to use localStorage.setItem experiences same problem (I tested some sites like gmail etc)
2) another proof that Safari has some problems with localStorage/QUOTA is seen when browser tries to load JS file which size is 81Kb (little bigger than average). This causes "Parser error" exception and it feels like Safari doesn't fully load it
iOS version is 5.0.1 (iPad2 hardware)
What can cause this localStorage problem?
I have found out the reason of such a strange Safari's behavior: private browsing mode. Every app that uses localStorage should check window['localStorage'].setItem for rising exception before using it.

Why does my iPhone app crash when not launched by xcode

The iPhone app I am developing has a strange quirk where it runs ok when xcode has launched it, but not when launched directly on the device.
I've checked the crash logs and the exception seems to be occurring in libxml2.2 in xmlParseCharData. It's quite a big xml document that is being parsed so I think that might be the problem.
I tried with a smaller xml document and this was fine. So either it is the size of the document or something in the document that is causing it but the same large document is parsed ok when launched via xcode.
Any ideas why this would be happening or how I might start trying to debug it?
I found the problem. The app was taking too long to start. I eventually noticed in the console log in organizer that this was the problem. I changed the app so it has a proper landing screen and it works fine now.
I found a Apple Technical Q&A about this issue.
http://developer.apple.com/iphone/library/qa/qa2009/qa1592.html