After updating to iOS 13, a black rectangle appears next to a button on the login screen of my app. I'm told it appears for users running iOS 12 as well. This is the artifact:
.
The app was written in Swift 4 using Xcode 11. The artifact appears to be cutting off the normal width of the login button, as if the internal padding was rendered outside the border, so the button looks lopsided.
This is what the login view looks like in Xcode:
Here is the document outline for the login view:
Here are the attribute settings for the Login button (note: the background is an image asset):
Here are the constraints on the button. I notice there are two identical constraints for aligning horizontally in the parent container- could that cause this?
If I install the app directly using Xcode the artifact does not appear, even if I don't make any changes. However, every employee downloads the IPA from an internal app store and they see it. Can anyone suggest a solution?
Related
I have created a Xamarin Forms app and have enabled push notifications. The notifications are appearing just fine, but the icon is always just a grey box on the Android version.
I need to create icons for the app that can be displayed in the status bar. I'm not a graphic designer, and just want to display a very simple icon. I read somewhere that if I specify just the -xxhdpi version that Android will automatically resize all icons for smaller screens, but this doesn't seem to be working.
What is an easy way to create the icons I need for -hdpi, -xhdpi, -xxhdpi resolutions?
You can use AndroidAssetStudio.
Android Asset Studio is a web-based set of tools for generating graphics and other assets for Android applications that helps developers create graphic assets with just a few clicks. Currently available asset generators include:
Launcher icons - the visual representation of your app
Action bar icons - are graphic buttons from top application bar and represent the most important actions
Notification icons - is the icon that the system it’s display in the status bar when a new notification appears
Generic icons - are small / contextual icons used in the body of your app
Simple nine-patches - generate graphics elements for different screen densities
App Theme - create simple and attractive custom action bar style
I recently received a real headache problem for UWP apps.
Basically I would like to change the main Icon of my app depending on an action.
Let's say I would like to change the App Icon if a certain user logs into my app so that he does not see default App Icon after closing the app.
I found different links which refer to work on tiles, which works perfectly fine. But I did not come up with a solution to change the App's Icon.
Is there a way like in iOS to use AlternateIcons or in Android to just call an Alias?
Tiles are technically the icons in the UWP world. You can update the live tiles as you desire with notifications and they can provide richer visual surface than classic icons.
For the App List and Taskbar icons however, those are just static and you cannot change them at runtime. They come from the Package.appxmanifest Visual Assets section, so you have to define them ahead of time.
You however use Badge notifications to display simple info next to the app icon in the Task bar as well as on the main app tile.
What is happening to my app in Xcode 7 / iOS 9?
The whole screen looks condensed, as if an iPhone 4S app is displaying on an iPhone 6. It looks normal in the iPhone 4S simulator.
I thought it was a problem with the auto layout constraints in the main storyboard, so I eventually deleted everything apart from the root view in the root view controller (blue screen), and there's still a problem with it.
I tried enabling size classes, thinking that this was the problem due to previously being disabled, but the result was the same.
Is anyone else getting this problem in their existing apps running in iOS 9?
Target>General>Launch Image Source>use asset
it will create new asset named BrandAsset, place your launch images over here. Create LaunchScreen.storyboard if already not existing and select it to Target>General>Launch Screen File.
Thanks for the answers. They pointed me in the right direction, as I wasn't aware it was anything to do with the launch screen.
I found out I had no LaunchScreen.storyboard file. Digging around in the docs led me onto this:
New projects are created with a launch screen storyboard file called
LaunchScreen.storyboard. Alternately, you can create a new launch
screen file using File > New, selecting the User Interface category,
and choosing a file type of Launch Screen.
It was weird that I had to do this, as I only started developing this app in iOS 8, and apparently this was a change in iOS 8. But with iOS 9 Apple are obviously getting more aggressive with deprecating incorrectly set up projects, and the consequences were that it was bug to my app.
The positive I guess, is that all of this forced me to at least create a launch image instead of having nothing.
I'm in Xcode 6.2 Beta 3 (Build 6C101), I've added a menu and two menu items to my Interface Controller, and created IBActions for both. I've given them titles and images, but when I run the app nothing displays.
I've read
https://developer.apple.com/library/prerelease/ios/documentation/General/Conceptual/WatchKitProgrammingGuide/Menus.html
and can't see anything about need to show menu items programatically - what am I missing?
You do not need to present the menu programmatically. The only thing you need to do is wire each button to IBActions in your Watch app extension.
The most likely issue is caching of the previous Watch app storyboard. Do a clean build and try again.
Finally, as you likely know WatchKit menus only display on a "force press". They cannot be used for the main interface of the Watch app. In the Simulator, a click and hold with the mouse will simulate a force press, and the animation will make it clear when you have done one, even in contexts where it doesn't do anything.
This was solution for me- Go to Hardware->Touch Pressure->Deep Press then try tap on watch simulator.
I have recently encountered this issue on a real device, although the menu was working as expected on the watch simulator. In my case, the problem was in SF Symbol that I've used as an image.
Everything was fixed after replacing it with an image from the assets catalogue.
Meteor now support mobile apps. That's great. However, I find that the app running as a mobile app is not the same as running in a mobile browser.
When it runs as a mobile app, if the user wants to input to a text field, a soft keyboard shows up. Then, after the user finishes and click the button (at that point, the soft keyboard is still shown), the app brings to another page. However, the new page renders as if the soft keyboard still exists so the lower portion of the screen is blank. The elements that are rendered to a fixed position (like footer) still shows up at the bottom though. Even though the lower portion of the screen is blank, the elements are still there. If I tap the blank portion, and if there is a link or button in the place I tap, the app still brings me to the new page. Since I use Meteor and ratchet, I don't know which one is the issue.
I suspect the issue is that when the user clicks the button, the Meteor renders the new page immediately, but the soft keyboard get hidden afterwords.
This situation doesn't happen when the meteor app runs in a mobile browser, however.
I use meteor, iron-router, and ratchet. The issue is identified in an android 4.X device. Any idea how to fix the mobile app specific issue? Thanks.
PS. If I delay firing the page transition by a second, I don't have the issue. So my suspicion is correct that the page transition happens before the keyboard is hidden.