CloudKit won't reset my badge count to 0 - push-notification

I've tried a number of things and can't seem to reset the badge count from notifications comings from cloudKit.
Has anyone else ran into this problem. Here is what I've tried:
1) Set the badge count locally to 0
application.applicationIconBadgeNumber = 0; (temporarily removes the badge count).
No luck...
2) Call the server to clear the badge count
CKModifyBadgeOperation *oper = [[CKModifyBadgeOperation alloc] initWithBadgeValue:0];
[oper start];
No luck...
3) Pull in all notification changes and mark them all read
NSMutableArray *array = [NSMutableArray array];
CKFetchNotificationChangesOperation *operation = [[CKFetchNotificationChangesOperation alloc] initWithPreviousServerChangeToken:nil];
operation.notificationChangedBlock = ^(CKNotification *notification) {
[array addObject:notification.notificationID];
};
operation.completionBlock = ^{
CKMarkNotificationsReadOperation *op = [[CKMarkNotificationsReadOperation alloc] initWithNotificationIDsToMarkRead:array];
[op start];
};
[operation start];
And again no luck...
Any suggestions would be greatly appreciated!
Thanks,
Chris

You need to do a CKModifyBadgeOperation after processing your notifications.
Here is my Swift function which I call after marking all the notifications as read.
I add the operation to the defaultContainer instead of just starting it - I wonder does that make any difference.
func resetBadgeCounter() {
let badgeResetOperation = CKModifyBadgeOperation(badgeValue: 0)
badgeResetOperation.modifyBadgeCompletionBlock = { (error) -> Void in
if error != nil {
println("Error resetting badge: \(error)")
}
else {
UIApplication.sharedApplication().applicationIconBadgeNumber = 0
}
}
CKContainer.defaultContainer().addOperation(badgeResetOperation)
}

The badge and notification operations fail if you don't set a container on it. Since you are not using the completion blocks you are not seeing the error (you are using the default NSOperation completion block which is the wrong one and does not have any error param). Look at the headers for those operations to see the completion block syntax.
And the better way is to add the operation to the container via the addOperation method, this inherently sets the container on the operation before running it. Also it then runs on an internal queue which has the added advantage it prevents running multiple operations concurrently which may lead to conflicts.

Related

Kotlin Execution order and result issues

I'm trying to get all files from firebase's storage through listAll.
By the way..
storageReference.listAll().addOnSuccessListener { listResult ->
val image_task : FileDownloadTask
for (fileRef in listResult.items) {
fileRef.downloadUrl.addOnSuccessListener { Uri ->
image_list.add(Uri.toString())
println("size1 : " + image_list.size)
}
}
println("size2 : " + image_list.size)
}//addOnSuccessListener
enter image description here
Why is the execution order like this?
How do I solve it??
When you add a listener or callback to something, the code inside the listener will not be called until sometime later. Everything else in the current function will happen first.
You are adding listeners for each item using your for loop. No code in the listeners is running yet. Then your "size2" println call is made after the for loop. At some later time, all your listeners will fire.
If you want asynchronous code like this to be written sequentially, then you need to use coroutines. That's a huge topic, but your code would look something like this (but probably a little more involved than this if you want to properly handle errors). I'm using lifecycleScope from an Android Activity or Fragment for this example. If you're not on Android, you need to use some other CoroutineScope.
The calls to await() are an alternative to adding success and failure listeners. await() suspends the coroutine and then returns a result or throws an exception on failure.
lifecycleScope.launch {
val results = try {
storageReference.listAll().await()
} catch (e: Exception) {
println("Failed to get list: ${e.message}")
return#launch
}
val uris = try {
results.map { it.downloadUrl.await().toString() }
} catch (e: Exception) {
println("Failed to get at least one URI: ${e.message}")
return#launch
}
image_list.addAll(uris)
}
There is nothing wrong with the execution order here.
fileRef.downloadUrl.addOnSuccessListener { Uri ->
the downloadUrl is an asynchronous action which means it doesn't wait for the action to actually complete in order to move along with the code.
You receive the result with the success listener (at least in this case)
If you want to deal with it in a sequential way, look at coroutines.

Flutter connecting to multiple BLE devices Synchronously

I'm using flutter to work on an bluetooth low energy app, via the flutterBlue library, in which we are potentially connecting to multiple peripherals at the same time.
I am able to connect to multiple peripherals if I connect to them individually and send commands to all of them simultaneously.
For state management, my BluetoothHelper is the Model for my ScopedModel.
class BluetoothHelper extends Model {
bool isProcessing = false;
int val = 0;
FlutterBlue flutterBlue = FlutterBlue.instance; //bluetooth library instance
StreamSubscription scanSubscription;
Map<DeviceIdentifier, ScanResult> scanResults = new Map();
/// State
StreamSubscription stateSubscription;
BluetoothState state = BluetoothState.unknown;
/// Device
List<BluetoothDevice> devicesList = new List(); //todo
bool get isConnected => (deviceList.size != 0);
StreamSubscription deviceConnection;
StreamSubscription deviceStateSubscription;
List<BluetoothService> services = new List();
Map<Guid, StreamSubscription> valueChangedSubscriptions = {};
BluetoothDeviceState deviceState = BluetoothDeviceState.disconnected;
Future startScan(String uuid) async {
isProcessing = true;
if (val == 0) {
Future.delayed(Duration(milliseconds: 25), () => scanAndConnect(uuid));
val++;
} else {
Future.delayed(Duration(seconds: 4), () => scanAndConnect(uuid));
}
}
scanAndConnect(String uuid){
scanSubscription =
flutterBlue.scan(timeout: const Duration(seconds: 120), withServices: [
//new Guid('FB755D40-8DE5-481E-A369-21C0B3F39664')]
]).listen((scanResult) {
if (scanResult.device.id.toString() == uuid) {
scanResults[scanResult.device.id] = scanResult;
print("found! Attempting to connect" + scanResult.device.id.toString());
device = scanResult.device;
//connect(device);
connect(device);
}
}, onDone: stopScan);
}
Future connect(BluetoothDevice d) {
deviceConnection = flutterBlue.connect(d).listen(
null,
);
deviceStateSubscription = d.onStateChanged().listen((s) {
if (s == BluetoothDeviceState.connected) {
stopScan();
d.discoverServices().then((s) {
print("connected to ${device.id.toString()}");
services = s;
services.forEach((service) {
var characteristics = service.characteristics;
for (BluetoothCharacteristic c in characteristics) {
if (c.uuid.toString() == '') {//we look for the uuid we want to write to
String handshakeValue ; //value is initiliazed here in code
List<int> bytes = utf8.encode(handshakeValue);
d.writeCharacteristic(c, bytes,
type: CharacteristicWriteType.withResponse);
devicesList.add(d);
}
}
});
});
}
});
}
}
I am trying to loop throw all peripheral Unique Identifier (UID) and then have them connect one after the other programmatically.
This wasnt working out great. It would always end up connecting to the very last peripheral. Seems like the flutterblue instance can only scan for one uid at a time, and if it receives another request, it immediately drops the last request and moves to the new one.
I applied this same logic to the connection of an individual peripheral logic where I'd tap one peripheral and the second immediately and it'd connect to the second one. (I'm not currently blocking the UI or anything while the connection process takes place)
I need to wait till the first peripheral is connected before moving onto the next one.
The code above is the only way I've gotten my peripherals but there are huge problems with this code. It can currently only connect to 2 devices. It's using delays instead of callbacks to achieve connection by giving enough time for the scan and connect to happen before moving onto the second peripheral.
My first instinct was to make the convert the startScan and connect methods into async methods but this isnt working out well as I'd hope.
{await connect(device); } => gives "The built in Identifier "await" cant be used as a type. I could just be setting up the asyncs incorrectly.
I have looked around for alternatives and I've come upon Completers and Isolates. I'm not sure how relevant that might be.
UI SIDE :
I have the following method set for the ontap of a button wrapped within a scoped model descendant. This is going to reliably load peripheralUIDs list with a few uids and then connect to them one after the other.
connectAllPeripherals(BluetoothHelper model, List<String> peripheralUIDs) {
for(var uuid in peripheralUIDs) { //list of strings containing the uuids for the peripherals I want to connect to
model.startScan(uuid);
}
}
Don't know if this point is still an issue.
Assuming your issue hasn't since been fixed. I think the issue you have is trying to maintain the connections within Flutter (rather than just connecting multiple devices and letting Flutter_Blue/the hardware manage the connections).
I've got it happily connecting to multiple devices; after you've setup the instance maintaining a list of multiple device attributes.
i.e. I made a ble-device class which contained each of the following:
StreamSubscription deviceConnection;
StreamSubscription deviceStateSubscription;
List<BluetoothService> services = new List();
Map<Guid, StreamSubscription> valueChangedSubscriptions = {};
BluetoothDeviceState deviceState = BluetoothDeviceState.disconnected;
Maintaining a LinkedHashMap with a new object initialised from the class above for each device connected works nicely.
Other than that - Flutter_Blue will only allow 1 concurrent request call at a time (like reading a characteristic), but you can stack them pretty easily with
await
with the above, I'm able to poll multiple devices within a few milliseconds of each other.
Don't know if that helps - but with any luck, someone also coming across my problem will hit this and save some time.

WatchOS5 - how to refresh my complication instantly?

I have an apple watch complication and the iPhone app running side by side. I have a button within the app to transmit application context dictionary to the watch. I expect to see the complication title to be refreshed.
I cannot seem to force the "tap button -> see update on the complication" kind of behavior.
What is the appropriate method to force a complication update? How can I refresh my apple watch complication instantly?
I do see the title changes, but I think it requires me to tap on the complication to open it's apple watch app first. How can I get the complication to update itself on the Watch home screen?
func getCurrentTimelineEntry(for complication: CLKComplication, withHandler handler: #escaping (CLKComplicationTimelineEntry?) -> Void) {
if complication.family == .graphicRectangular {
let template = CLKComplicationTemplateGraphicRectangularLargeImage()
//...configure
return template
}
}
I see this apple provided code that refreshes the complication. I'm not sure if it is too much, or if calling extendTimeline alone is sufficient if I'm generating the complication using the entry above.
func refreshComplication() {
#if os(watchOS)
let server = CLKComplicationServer.sharedInstance()
if let complications = server.activeComplications {
for complication in complications {
// Call this method sparingly. If your existing complication data is still valid,
// consider calling the extendTimeline(for:) method instead.
server.reloadTimeline(for: complication)
}
}
#endif
}
You should be able to do this by calling the refreshComplication() function from your didReceiveApplicationContext block in the file which has your WCSessionDelegate.
So if you are receiving the title via an applicationContext message your code would look something along these lines.
func session(_ session: WCSession, didReceiveApplicationContext applicationContext: [String : Any]) {
if let updatedTitle = applicationContext["updatedTitle"] {
if let title = updateTitle as? String {
//Remeber that complicationServer.swift is a seperate process therefore you will need to store the received data somehow.
UserDefaults.standard.set(title, forKey: "complicationTitle")
refreshComplication()
}
}
}
I have a setting in my iOS App that lets the user change their target and using this method refreshed the complication with the new target almost instantly. However, I believe once your complication has used up its cpu budget nothing will happen, but hopefully that is not happening for you. See https://developer.apple.com/documentation/clockkit/clkcomplicationserver/1627891-reloadtimeline
Hope that helps, let me know how you get on.
Drew

Firestore stops updating after losing and regaining an internet connection

I have set up some listeners like so:
deviceListener = db.addSnapshotListener(this::handleDbChange)
When I have a stable internet connection, the handler fires on a data change and allows me to update my application. However, when I lose and regain an internet connection the handler ceases to fire. This doesn't always occur on the first loss of connection, but it always occurs after 2 or 3 drops in my connection.
I have tried removing the listeners and re-adding them when the network changes. Additionally, I tried getting the data directly after the network connection is reestablished:
db.get().add().addOnCompleteListener {
val snapshot = it.result
snapshot.toObject(Model::class.java)
}
But, this still serves the stale data. The only way I've found to correct this issue is restarting the app.
If anyone else has encountered this issue, I'd appreciate any insight you may have on how to solve it. FYI, I'm using the com.google.firebase:firebase-firestore:17.0.2 version of the library.
I know its a late reply, and i'm only a novice here (so I could be wrong), but for anyone else to come across this... it may be a combination of the problem I had:
Firebase Firestore batch command wont commit after regaining connection
And the problem someone else had:
Firestore doesn't immediately start listening to changes when Internet Connection Resumes
In summary:
Ensure you test without an emulator.
If you need live data, turn data persistence off.
And Firestore may use an uncontrollable timer to dictate when it reconnects its listeners after a connection is regained.
Use device instead of emulator as NicCoe has mentioned. I also suffered from a similar problem for a long time and finally found that Firestore works differently on device and emulator. (FYI, I'm using com.google.firebase:firebase-firestore:17.1.3) Most problems were solved after changing the test environment with the device. One small problem with the device I have found is that Firestore gives empty result several times after regaining an internet connection. And I solved it with this code:
override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
...
mRetryButton.setOnClickListener {
val pendingIntent = PendingIntent.getActivity(context, 0, Intent(context, ThisActivity::class.java), PendingIntent.FLAG_ONE_SHOT)
val alarmManager = context?.getSystemService(Context.ALARM_SERVICE) as AlarmManager
alarmManager.set(AlarmManager.RTC, System.currentTimeMillis() + 100, pendingIntent)
System.exit(0)
}
...
}
fun fetchData() {
FirebaseFirestore.getInstance().collection("col_name").get()
.addOnCompleteListener {
if (it.isSuccessful) {
val result = it.result!!
if (result.isEmpty && result.metadata.isFromCache) {
mRetryButton.visibility = View.VISIBLE
return#addOnCompleteListener
}
var docs = result.documents
...
} else {
Log.d(TAG, "Error getting documents: ", it.getException())
}
}
}

Implementing exception handling in a function which returns a Stream

I'm implementing a function which returns a Stream. I'm not sure how to implement the error handling, what is best practice?
For functions which return a Future, it's best practice never to throw a synchronous error. Is this also true for functions which return a Stream?
Here's an example of what I'm thinking:
Stream<int> count() {
var controller = new StreamController<int>();
int i = 0;
try {
doSomethingThatMightThrow();
new Timer.repeating(new Duration(seconds: 1), () => controller.add(i++));
} on Exception catch (e) {
controller.addError(e);
controller.close();
}
return controller.stream;
}
In general it is true for Streams as well. The main idea is, that users should only need to handle errors in one way. Your example moves all errors to the stream.
There are circumstances where immediate errors are better (for instance you could make the error is due to a programming error and should never be handled anyways, or if you want to guarantee that a Stream never produces errors), but sending the error through a stream is almost always a good thing.
Small nit: a Stream should usually (there are exceptions) not produce any data until somebody has started listening. In your example you are starting a Timer even though you don't even know if there will ever be a listener. I'm guessing the example is reduced and not representative of your real code, but it is something to look out for. The solution would be to use the StreamController's callbacks for pause and subscription changes.
I've updated the example to take on-board Florian's comments.
In my real use case, I don't ever want to buffer the results, so I'm throwing an UnsupportedError if the stream is paused.
I've made it a terminating stream, rather than an infinite one.
If the user of this function adds a listener asynchronously after a few seconds, then they will lose the first couple of results. They shouldn't do this. I guess that's something to document clearly. Though perhaps, I could also throw an error if the subscribe state changes after the first data has been received, but before a close has been received.
Stream<int> count(int max) {
var controller = new StreamController<int>(
onPauseStateChange: () => throw new UnsupportedError('count() Stream pausing not supported.'));
int i = 0;
try {
doSomethingThatMightThrow();
new Timer.repeating(new Duration(seconds: 1), () {
if (!controller.hasSubscribers)
return;
controller.add(i++);
if (i >= max)
controller.close();
});
} on Exception catch (e) {
controller.addError(e);
controller.close();
}
return controller.stream;
}

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