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The iOS app disappears at startup. Consequentially I cannot use it at all. When I double click on the button to see all the active apps I can see a static bitmap (none of the clocks are moving) but if I click on the app to make it the active app it zooms to full screen and then disappears. Help, I need to authenticate but cannot use this app any longer.I have looked for startup video also.
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Have you stepped through the code to isolate where it is "disappearing?"
"One man's wage rise is another man's price increase." - Harold Wilson
"Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons
"You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles
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Don't try that app, search better app.
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Please help me to make an ios app for my website.So is there any free website that will help in making it.
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Satbeer Singh wrote: is there any free website that will help in making it. Yes, many, including this one. But it will only help if you make the effort yourself.
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What effort i have to make can u tell. 
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Well you could start by doing some research into what is needed to create such an application.
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I have used iTunes extensively for the past couple of years for watching movies and listening to music via Apple Music. I have a pretty big library collection of iTunes. Now that Catalina is coming out, iTunes is being divided into 3 apps. I know I'll get all my music from my iCloud music library from Apple Music once I upgrade to Catalina.
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Seriously ,
There is no such website . I can help you to make ur app in free by guiding you . Your question should be , any iOS Dev doing charity by making free app .
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Then please tell from where i should start.
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Try Mark Price tutorial from udemy..
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There are lots of free tutorials also available in youtube . try them .
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is there something better than yt videos?
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Yeah lots of things, You can read apple documentation. Or you can for udacity , udemy courses
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Satbeer Singh wrote: ...ios app for my website. Does such a thing exist?
"One man's wage rise is another man's price increase." - Harold Wilson
"Fireproof doesn't mean the fire will never come. It means when the fire comes that you will be able to withstand it." - Michael Simmons
"You can easily judge the character of a man by how he treats those who can do nothing for him." - James D. Miles
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i want to use time bar with date in my xamarin iOS app, like scroll type.it's have any plugin or create alternate way. any one please help to me.
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I am working on a countdown timer app that chimes when it reaches 0. I want the timer to recycle after the chime and countdown again until the stop button is pressed. I am a non-programmer that is doing this for fun, I just need some sample code to get over this hurdle. Any assistance would be greatly appreciated.
func counter()
{
seconds -= 1
label.text = String(seconds) + " Seconds"
if (seconds == 0)
{
timer.invalidate()
audioPlayer.play()
}
}
I want the timer to start over automatically after the audioPlayer stops.
modified 27-Jan-17 11:58am.
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This is a case for Google, you need to search for iOS samples. You can also look at the samples here on CodeProject at [^].
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how to change the colour of particular pixel and pixel area covered with the same colour.I am able to get the particular pixel colour using below swift code but I am not able to get surrounding area which has same colour pixel and unable to change it.
import UIKit
class ColorOfImage: UIImageView {
var lastColor:UIColor? = nil
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if self.isHidden == true {
self.next?.touchesEnded(touches, with: event)
return
}
let touch: UITouch = touches.first!
var point:CGPoint = touch.location(in: self)
self.lastColor = self.getPixelColorAtLocation(point:point)
}
public func createARGBBitmapContext(inImage: CGImage) -> CGContext {
var bitmapByteCount = 0
var bitmapBytesPerRow = 0
let pixelsWide = inImage.width
let pixelsHigh = inImage.height
bitmapBytesPerRow = Int(pixelsWide) * 4
bitmapByteCount = bitmapBytesPerRow * Int(pixelsHigh)
let colorSpace = CGColorSpaceCreateDeviceRGB()
let bitmapData = malloc(bitmapByteCount)
let context = CGContext(data: bitmapData, width: pixelsWide, height: pixelsHigh, bitsPerComponent: 8, bytesPerRow: bitmapBytesPerRow, space: colorSpace, bitmapInfo: CGImageAlphaInfo.premultipliedFirst.rawValue)
return context!
}
public func getPixelColorAtLocation( point:CGPoint) -> UIColor {
var point = point
var context:CGContext? = nil
context = self.createARGBBitmapContext(inImage: (self.image?.cgImage)!)
if context == nil {
return UIColor.white
}
var pixelsWide = (self.image?.cgImage)!.width
var pixelsHigh = (self.image?.cgImage)!.height
var rect = CGRect(x:0, y:0, width:Int(pixelsWide), height:Int(pixelsHigh))
var xScale:CGFloat = CGFloat(pixelsWide)/self.frame.size.width
var yScale:CGFloat = CGFloat(pixelsHigh)/self.frame.size.height
point.x = point.x * xScale
point.y = point.y * yScale
var x:CGFloat = 1.0
if (self.image?.responds(to: #selector(getter: self.image?.scale)))! {
x = ( self.image!.scale)
}
context?.clear(rect)
context?.draw((self.image?.cgImage)!, in: rect)
let data = context?.data
var color:UIColor? = nil
if data != nil {
let dataType = data?.assumingMemoryBound(to: UInt8.self)
let offset = 4*((Int(pixelsWide) * Int(point.y)) + Int(point.x))
let alpha = dataType?[offset]
let red = dataType?[offset+1]
let green = dataType?[offset+2]
let blue = dataType?[offset+3]
color = UIColor(red: CGFloat(red!)/255.0, green: CGFloat(green!)/255.0, blue: CGFloat(blue!)/255.0, alpha: CGFloat(alpha!)/255.0)
}
else
{
}
free(data)
return color!;
}
}
After some research I found one link to clear image like wand tool but that code is for mac can anyone tell me how to use it for ios app
http://losingfight.com/blog/2007/08/28/how-to-implement-a-magic-wand-tool/
or if there is any other code then please help me in changing the same pixel colour which covers particular area in UIImage.
can one please tell me how do use magic wand tools in ios?
modified 30-Jan-17 0:29am.
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I am not an expert in this field But if you find the solution, I am interested
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I am not an expert in this field so if you find the solution, I am interested
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Hi,
I want to pass coordinates from FirstVC to my SecondVC.
and inside the SecondVC which holds MyMap
I want the map to show the coordinates I've sent from the FirstVC
to do this Here is what I did.
SecondVC
override func viewDidLoad() {
super.viewDidLoad()
self.MyMapView.delegate = self
self.MyMapView.isMyLocationEnabled = true
self.MyMapView.settings.myLocationButton = true
}
I have this Function
func InitGoogleMaps(pMyMapInf:MyMapInf){
if (pMyMapInf.IsEmpty)
{
return
}
let camera = GMSCameraPosition.camera(withLatitude: pMyMapInf.MyDestinLongitute, longitude: pMyMapInf.MyDestinLongitute, zoom: 6.0)
let mapView = GMSMapView.map(withFrame: CGRect.zero, camera: camera)
MyMapView = mapView
MyMapView.isMyLocationEnabled = true
self.MyMapView.camera = camera
let marker = GMSMarker()
marker.position = CLLocationCoordinate2D(latitude: pMyMapInf.MyDestinLatitude, longitude: pMyMapInf.MyDestinLongitute)
marker.title = pMyMapInf.MyDestinCity
marker.snippet = pMyMapInf.MyDestinCountry
print("Latitude is: \(pMyMapInf.MyDestinLatitude) ")
print("Longitude is: \(pMyMapInf.MyDestinLongitute) ")
print("City is: \(pMyMapInf.MyDestinCity) ")
print("Country is: \(pMyMapInf.MyDestinCountry) ")
marker.map = mapView
MyMapView.animate(to: camera)
}
And I have this Observer to trigger the above function.
var MyMapInfo:MyMapInf = MyMapInf()
{
didSet{
InitGoogleMaps(pMyMapInf: MyMapInfo)
}
}
so what happens is: on my FirstVC
I create a new instance of MyMapInf()
var loFVcMyMapInf = MyMapInf()
SecondVC.MyMapInfo = loFVcMyMapInf
and I present the SecondVC(or I present the SecondVC then set didset observer , When this happens I see that my function is triggered and I see the values I print on the console, however, there ain't any movements on the map or a marker. it's still
what am I missing here?
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Hi,
1) I want to integrate Apple Pay on my website (so it's a Apple Pay - Web Integration), using the Braintree payment provider, JS as a client side language and Java as a server side language.
I'm having difficulties creating a proper sandbox environment for my Apple Pay implementation Testing.
Followed the steps from the Apple docs but it seems they are not accurate :
-says to create a Merchant Id, one for sandbox and one for production (as far as I can see, at the moment of creating those 2, there's no way of telling that you want to use one for the development environment and the other for the production)
- after that, says to create a Certificate using the Merchant ID created before; if I sign in to my Apple Developer Account, I can see the 'Development' and the 'Production' sections, but when I try to create a sandbox/development certificate, Apple Pay is not available for it, only in the production section (see below images).
Is there a way to create a Sandbox / Development Apple Pay certificate, or are there any other ways to properly test the Apple Pay integration ?
2) I tried creating a sandbox user tester account from iTunes, but when I tried to login on Itunes on my Ipad which I'm using for testing, I get the following error: 'Itunes account creation not allowed. This Apple ID cannot be used with the Itunes Store at this time. Please try again later.' (I already verified my Apple ID and followed all the steps to activate the account, but without any success)
3) As I was trying to create Sandbox Apple Pay certificates I mistakenly created 2 for the production environment. Could I revoke them without any problems and create another ones ?
If you integrated Apple Pay on the WEB, I would highly appreciate any help, since I'm having such difficulty in simply setting up my testing environment.
Images - links:
https://i.stack.imgur.com/7aGer.png
https://i.stack.imgur.com/WEYPR.png
Thanks 
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