How to eliminate boringssl log warning? - xcode

I built a currency converter app, which gets the live currency value through API and display it. Testing on a physical phone my app works fine & no crash.
But whenever I do API call I am getting warning in the simulator as below:
[boringssl] boringssl_metrics_log_metric_block_invoke(144) Failed to log metrics
Here how i used URLSession
func performRequest(finalUrl: String) {
if let url = URL(string: finalUrl) {
let session = URLSession(configuration: .default)
let task = session.dataTask(with: url) {(data, response, error) in
if error != nil {
print("error in network session \(error!)")
return
}
if let safeData = data {
parseJason(dataUrl: safeData)
}
}
task.resume()
}
}
I have tried changing some values but nothing works
OS_ACTIVITY_MODE = default
DEBUG_ACTIVITY_MODE -> Debug -> any iOS simulator SDK = default
here my doubts are:
How to eliminate this warning?
Can I just ignore this warning?
Will Apple accept my app with this warning?

I had a similar issue, ran the simulator on my actual device instead of the Xcode simulator and had no issue. Problem might be that our simulators are not able to connect to internet, I will look for a solution to that and comment if I find one but on the meantime attempt to run it on your physical device.

How to eliminate this warning?
You can't.
Can I just ignore this warning?
I don't know, can you? It depends on how your brain works. I can ignore it, and I do. It's unimportant. So there is certainly no reason not to ignore it.
Will Apple accept my app with this warning?
Apple will not reject the app because of the warning. Whether they will accept the app is another matter. No one knows what they will do.

Related

Why does Xcode simulator launch app with didEnterRegion call, while iPhone does not?

I'm troubleshooting a location-based app launch cycle that works fine on iOS simulator, but apparently does not launch the app on an actual device.
I've set up UNNotifications for both enter and exit events. Both the simulator and the device(s) register and display these notifications.
The next thing that is supposed to happen is that the app goes through a launch process, setting the app's state in such a way that I can tell without being connected to the debugger whether the app has launched or not when I open it from the home screen.
On simulator, the didEnterRegion code gets called and I can step through the subsequent launch code using the debugger - success.
However when I take the device out (for a walk) all I get are UNNotifications, and no app launch (which I can tell from the UI in the app on the real device)
I'm sure I need to improve my testing strategy (welcome to suggestions!), but at this point I should be able to expect that the app should behave the same on the simulator and the actual device - it is not.
Why is the expected outcome happening on the simulator but not on the device?
LocationService.swift
func handleRegionEnterEvent (for region: CLRegion) {
ApplicationController.sharedInstance.didEnterRegion(region)
}
func handleRegionExitEvent (for region: CLRegion) {
ApplicationController.sharedInstance.didExitRegion(region)
}
ApplicationController.swift
func didEnterRegion (_ region: CLRegion) {
// Present Alert
delegate?.handleUNEvent(note: "ENTER: \(region.identifier)")
// Start launch cycle
}
AppDelegate.swift
extension AppDelegate: AppControllerDelegate {
func handleUNEvent(note: String?) {
// Show an alert if application is active
if UIApplication.shared.applicationState == .active {
guard let message = note else { return }
Alert().showAlert(withMessage: "Application received UN while active: \(message)", title: "UNNotification")
} else {
// Otherwise present a local notification
guard let body = note else { return }
let notificationContent = UNMutableNotificationContent()
notificationContent.body = body
notificationContent.sound = UNNotificationSound.default
notificationContent.badge = UIApplication.shared.applicationIconBadgeNumber + 1 as NSNumber
let trigger = UNTimeIntervalNotificationTrigger(timeInterval: 1, repeats: false)
let request = UNNotificationRequest(identifier: "location_change",
content: notificationContent,
trigger: trigger)
UNUserNotificationCenter.current().add(request) { error in
if let error = error {
print("Error: \(error)")
}
}
}
}
}
The simulator sadly has a lot of differences from a device both in terms of data reported (you will not get speed for example) and also as you saw call flow may be different...
Something to check is to make sure you have the descriptions for the specific location permissions you are asking for in relation to location set up. For entering regions you probably want to make sure you have "always" access.
It may also be worth enabling wireless debugging, and walking around with laptop tethered to the device to verify with the debugger the didEnterRegion is truly not called, and there is a bug in the code that is supposed to display the UI you are expecting. At the very least perhaps you could get better logging as to the status of various location callbacks.
What happened: Code that executed on simulator was indeed crashing on the device and I was not reviewing crash logs from the device. This question arose from an issue that is neither ios, or core-location specific.
It has everything to do with choosing appropriate testing strategies and using all available information at one's disposal before coming to what may turn out to be premature conclusions.
However when I take the device out (for a walk) all I get are UNNotifications, and no app launch (which I can tell from the UI in the app on the real device)
I was mistaken to think that a) User Notifications that appear when the App is not running are presented by the system (as banners) and b) the App launches in another process. In fact my own code specifically executes the code that makes those notifications appear. Face-to-palm: Copying code from tutorials to achieve quick test results without even trying to understand what the code does can lead to that I suppose.
In Xcode, plug in your device and hit command-shift-2 to open Devices & Simulators window. Select your device on the left and hit "View Logs" button to bring up your crash log.

How do I deal with a possible exception in a Xamarin Forms application deployed to iOS or Android?

I have a finished application which I would like to make available to run on the iOS and Android platforms.  I have tested the application as much as possible and it works without problem.  But I know there is always the chance that something might go wrong and I could get an exception.
My question is how can I deal with this or what should I do. What happens on the phone, if a Forms application is deployed and there is an exception.
Would appreciate any advice or even links as to how this is handled.
If an exception is thrown and not handled by your code, the app will stop working (i.e. crash).
In order to handle these crashes we are using MS AppCenter (the successor to HockeyApp/Xamarin AppInsights).
You'll have to create a project there (one for each platform), and add the NuGet package to your projects. Afterwards you can initialize it with
AppCenter.Start("ios={Your App Secret};android={Your App Secret}",
typeof(Crashes)); // you'll get the app secrets from appcenter.ms
Crashes will be logged to AppCenter now and you'll be informed whenever there is a new crash.
Please note that it's best practice (if not required by law), that you ask the user for consent before sending the crash report (see here). You are using the delegate Crashes.ShouldAwaitUserConfirmation for that matter. You could for example show an action sheet with Acr.UserDialogs
private bool AwaitUserConfirmation()
{
// you should of course use your own strings
UserDialogs.Instance.ActionSheet(
new ActionSheetConfig
{
Title = "Oopsie",
Message = "The app crashed. Send crash to developers.",
Options = new List<ActionSheetOption>
{
new ActionSheetOption("Sure", () => Crashes.NotifyUserConfirmation(UserConfirmation.Send)),
new ActionSheetOption("Yepp, and don't bug be again.", () => Crashes.NotifyUserConfirmation(UserConfirmation.AlwaysSend)),
new ActionSheetOption("Nope", () => Crashes.NotifyUserConfirmation(UserConfirmation.DontSend))
}
});
return true;
}

Play Push Notification Sound Effect when app is not running (Mac)

I'm adding Push Notifications to my Mac app. The notifications are showing up just fine, but for some reason I can't get the sound effects to play the way I would think they should.
I'm passing in a custom sound to play, "custom.caf" in the apns payload. This works currently for our iOS app. It doesn't play anything when passed into the Mac app. Digging around in the very limited Apple documentation, the PushyMac app shows that you have to play the sound manually based on the userInfo dictionary that comes in for the push. If I play the sound manually while the app is running, I get the sound effect to play.
My problem is when the app is closed and not running. I still get push notifications as expected, but no sounds play. From what I can tell, I'm just screwed. I have other Mac apps that still manage to play sounds when they aren't running. Specifically my email app, Spark. So I know it is possible, but I can't figure out what the secret sauce is to pull it off. Please help!!
It's quite simple to implement the custom sound capability for Apple Push Notifications; the problem is that the documentation does not mention what is required to do this.
The critical component that is required is an extension — (eg. using the Today Extension). Creating a new target in your project including the extension, your custom sound(s), and the standard APN functions are all that's required. The key to getting the custom sounds working though while your application isn't running is simply having the extension (and it's included NotificationCenter.framework) present in your application.
Add New Target > Today Extension:
Today Extension > Build Phases > Copy Bundle Resources > Custom Sound:
The only specific APN functions that need to be in your main application are the following:
func applicationDidFinishLaunching(_ aNotification: Notification) {
NSApplication.shared().
registerForRemoteNotifications(matching:
[.alert, .sound, .badge])
NSApp.dockTile.badgeLabel = nil
}
func application(_ application: NSApplication,
didRegisterForRemoteNotificationsWithDeviceToken deviceToken: Data) {
}
func application(_ application: NSApplication, didReceiveRemoteNotification
userInfo: [String : Any]) {
}
func application(_ application: NSApplication,
didFailToRegisterForRemoteNotificationsWithError error: Error) {
print("could not register for notfications: \(error)")
}
If you are getting two sounds playing at the same time it's likely that you've got code that is calling AudioServicesPlaySystemSound and can be removed as the NotificationCenter.framework seems to handle all that without adding anything additional.

Parse FB SDK Login Application Transport Security errors on device but not on simulator XCode 7.1 Swift IOS 9 FBSDK 4.7

Although I have seen similar questions posted here, I have not been able to resolve my issue via plist settings. Any other ideas? Here is where I am:
Adding FB Login to a simple IOS app using the Parse framework
All versions are up-to-date as of today. XCode 7.1, IOS 9, Parse latest, FB SDK latest (4.7)
I have added the specified IOS 9 settings for the FB SDK in my plist. I even combined the lists to include the extra setting required for FB SDK 4.7.
The mystery:
last night I could not get this to run on my simulator, but after
re-adding the plist settings and re-importing all the libraries, I
finally got the FB login screens to show up on the iphone 6 (has been
upgraded to IOS 9). I couldn't get it to run on the simulator but i
left it at that.
now today i tried it on the iphone again and i keep getting the ATS-looking errors.
On the iphone the error is:
Cannot Verify Server Identity. The identity of "m.facebook.com" cannot be verified by Safari. Review the certificate details to continue.
In the XCode console the error is:
FBSDKLog: WARNING: FBSDK secure network request failed. Please verify you have configured your app for Application Transport Security compatibility described at https://developers.facebook.com/docs/ios/ios9
It seems to me that the plist fix is allowing the FB Login to work in my simulator, but why wouldn't it also work on the iphone? Could this have anything to do with Parse? Below is my login code:
class LoginViewController: UIViewController, PFLogInViewControllerDelegate, PFSignUpViewControllerDelegate, UITextFieldDelegate {
#IBAction func FBLoginButtonPressed(sender: AnyObject) {
// Set permissions required from the facebook user account
var permissionsArray : [String]?
permissionsArray = ["user_about_me"]
var userBlock : PFUserResultBlock?
// Login PFUser using Facebook
PFFacebookUtils.logInInBackgroundWithReadPermissions(permissionsArray, block: userBlock)
PFFacebookUtils.logInInBackgroundWithReadPermissions(permissionsArray) {
(user: PFUser?, error: NSError?) -> Void in
if let user = user {
if user.isNew {
print("User signed up and logged in through Facebook!")
} else {
print("User logged in through Facebook!")
}
self.performSegueWithIdentifier(self.tableViewSegue, sender: nil)
} else {
print("Uh oh. The user cancelled the Facebook login.")
}
if let e = error {
print(error)
}
}
print(userBlock.debugDescription)
}
picture of plist
Okay, the mystery has been solved. Parents of teens may be able to relate.
It turns out that last night when the login was working on my teen's iphone, it was set to use mobile data ON PURPOSE to bypass the content filtering settings on our network! The reason I didn't realize this today was because the FB app seemed to be working on the iphone (upon later scrutiny I see that there was just some cached content), and my mac is set to bypass the content filtering. So this is why it worked on the simulator but not on the iphone (when the iphone was set to use wifi and not mobile data).
So the FB error was a red herring. I just wasn't looking down that path...

Game Center not authenticating using Swift

I'm trying to authenticate the local player using swift, but every time I get a false value for the .authenticated property. Here is the code I'm using, it is called by the main view controller when the app starts.
func authenticateLocalPlayer(){
var localPlayer = GKLocalPlayer()
localPlayer.authenticateHandler = {(viewController, error) -> Void in
if viewController {
self.presentViewController(viewController, animated: true, completion: nil)
}else{
println((GKLocalPlayer().authenticated))
}
}
}
It brings up the log in view just fine, but when I enter a test account login, it just returns the GKLocalPlayer().authenticatedas false. The bundle identifier in iTunes Connect and the info.plist are exactly the same, as is the version and the app name. Everything is enabled for Game Center on iTunes Connect and in Xcode, but I have a feeling it's not a coding error, it's a setup error in the app record somewhere but I can't for the life of me find where.
After further tinkering, I'm getting this error:
Error Domain=GKErrorDomain Code=15 "The requested operation could not be completed because this application is not recognized by Game Center." UserInfo=0x17006b300 {NSLocalizedDescription=The requested operation could not be completed because this application is not recognized by Game Center.}
I have no idea why this is the case, the bundle ID, name and versions all match...
Any help would be greatly appreciated.
This issue has been resolved by Apple - just call:
GKLocalPlayer.localPlayer()
Previously, the issue was that GKLocalPlayer() does not return the GKLocalPlayer singleton, but instead returns a new GKLocalPlayer instance.
If you were on the Xcode 6 BETA, you could add a C function or Objective-C method that returns the real GKLocalPlayer singleton, then use this in Swift. This is the gist of my workaround (with bad naming conventions):
In an Objective-C header:
GKLocalPlayer *getLocalPlayer(void);
In an Objective-C implementation:
GKLocalPlayer *getLocalPlayer(void) {
return [GKLocalPlayer localPlayer];
}
In your bridging header:
#import "ThatHeader.h"
Then whenever you need to access the GKLocalPlayer singleton in Swift, you can just use getLocalPlayer() instead of GKLocalPlayer(). It's probably a better idea to stick that in an method of a GKLocalPlayer category.
However, this is no longer necessary as detailed above.
Even with Xcode 6 Beta 6, on a device using iOS 8 beta 5, making GKLocalPlayer.localPlayer() available, I was still getting the error:
"NSLocalizedDescription=The requested operation could not be completed
because this application is not recognized by Game Centre"
The solution (discovered through Apple's Dev forum) was to go to "Settings" on the device, and then into "Game Centre" and enable "Sandbox" under the developer section.
You can use that, I create a simple class for iOS game center in GitHub
Easy Class Game Center Swift
https://github.com/DaRkD0G/Easy-Game-Center-Swift

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