Using Xcode8 Beta my simulator crashes when using an inputAccessoryView and adding the line self.view.layoutIfNeeded() in the getter of the inputAccessoryView override. It works fine on my devices but this one line causes the simulator to crash everytime
override var inputAccessoryView: UIView? {
get {
self.view.layoutIfNeeded()
return customToolbar
}
}
The following message is displayed in the console:
libc++abi.dylib: terminating with uncaught exception of type NSException
If I just remove the line: self.view.layoutIfNeeded() it will work fine on the simulator. I need that line though or else the collectionView momentarily bounces as the inputAccessoryView keyboard change notification is called.
You are probably fall into new layout loops. See changes in iOS 10 API here https://developer.apple.com/library/content/releasenotes/General/RN-iOSSDK-10.0/
Third party apps with custom UIView subclasses using Auto Layout that override layoutSubviews and dirty layout on self before calling super are at risk of triggering a layout feedback loop when they rebuild on iOS 10. When they are correctly sent subsequent layoutSubviews calls they must be sure to stop dirtying layout on self at some point (note that this call was skipped in release prior to iOS 10).
Related
In UIWebView, if i call the function goback, the previous page will be present and execute its js code and set title on navigation bar. However, this do not work in wkwebview, it seems that wkwebview cache something and the js code is not executed.
I think the WKWebView is actually the more correct behaviour regarding the load event.
I have found that the pageshow event is better suited for code that needs to run on navigation changes.
Something like this should work in the WKWebView:
window.addEventListener('pageshow', function(event) {
// We were just shown again. Either initial load or due to
// navigation.
});
I was having a similar problem and the webpage was't being reloaded (on iOS 9.2 or higher versions) because it was showing a cached one, when calling goBack.
'Fixed' that clearing the cache data before calling goBack on the WKWebView. I still don't know if it is an iOS bug or Apple just decided to change the default behaviour from iOS 9.2.
In Objective-C would be something like this:
- (void)goBack {
[self cleanCacheWithCompletionHandler:^{
[super goBack];
}];
}
- (void)cleanCacheWithCompletionHandler:(void (^)(void))completionHandler {
if ([WKWebsiteDataStore class]) {
NSSet *websiteDataTypes = [NSSet setWithArray:#[ WKWebsiteDataTypeDiskCache,
WKWebsiteDataTypeMemoryCache]];
NSDate *dateFrom = [NSDate dateWithTimeIntervalSince1970:0];
[[WKWebsiteDataStore defaultDataStore] removeDataOfTypes:websiteDataTypes modifiedSince:dateFrom completionHandler:completionHandler];
} else {
completionHandler();
}
}
Note that I subclassed WKWebView in the sample code and that you have to check the availability of WKWebsiteDataStore as it is new to iOS 9.
I have eclipse 3.7 indigo; I installed gwt plugin and its designer; The problem is (time after time) when I add new widget X to composite the
palette (keeps widget selected)
components (doesn't show the new widget in the tree)
properties (doesn't show the new widget properties)
...so I cannot select another widget unless I resize the whole eclipse application to force its GUI repaint :(
It seems like palette and other managers don't get report "widget was added from windowbuilder" or similar :(
Moreover, I cannot edit widget's text if I have input method as "System" which is the default on btw so the only one input method which works is "X Input Method" but anyways it doesn't solve the mentioned focus regain problem;
That makes eclipse indigo really hard to use; So my question is... how to fix that?
p.s.
eclipse 3.7 (indigo)
gwt plugin - https://dl.google.com/eclipse/plugin/archive/3.6.0/3.7
gwt designer - http://dl.google.com/eclipse/inst/d2gwt/latest/3.7
gwt sdk 2.2
jdk 1.7
jre 1.7
OS Linux x64
Thanks
I had to do my own research concerning the issue; I noticed there is some kind of "jobs order conflict" or similar with the default constructor based code style as :
public class MyTestUI extends Composite {
private FlowPanel flowPanel;
public MyTestUI() {
flowPanel = new FlowPanel();
initWidget(flowPanel);
}
}
...so, as a workaround, I had to play with code generator as;
window -> preferences -> windowbuilder -> gwt
(combobox) method name for new statements : initComponents
variable generation : field
statement generation : flat
just to avoid having in-constructor init as a result I have code generated as :
public class MyTestUI extends Composite {
private FlowPanel flowPanel;
public MyTestUI() {
initComponents();
}
private void initComponents() {
flowPanel = new FlowPanel();
initWidget(flowPanel);
}
}
...btw there is a problem with focus regain if input method is "System" and initComponents() method generated first time; so before starting adding widgets I had to select "X input method" to avoid synch-ed jobs; So "X input method" needs to be the default one, as I can get it :)
EDIT :
The effect I faced very looks like bug 388170; So I tried to modify eclipse.ini argument as
-Djava.awt.headless=true
It seems like the headless helps a bit but anyways eclipse sometimes does hang when using windowbuilder especially DnD :P
Anyways I want to point I faced the mentioned issue first time cause similar windows x32 eclipse indigo version works pretty fine with gwt;
p.s.
The solution is not final (the hang problem still occurs on DnD evens) and I am still looking for a more optimal one; So do comment if you have some helpful tips or ideas;
I notice Debug.Assert does not trigger in Metro apps, however, if the project is a traditional one like Console or WinForm, it does trigger. And yes, I am in Debug mode.
Is it a setting not properly set in Visual Studio (11 Beta)? Or Debug.Assert is intended to be disabled in metro apps?
I know many exceptions are swallowed during the execution of Metro apps, but Debug.Assert is so handy that I can't think of a reason why it should be disabled.
Seems like a bug. I would roll out my own assert method. Something like:
[Conditional("DEBUG")]
public static void Assert(bool condition)
{
if (!condition)
System.Diagnostics.Debugger.Break();
}
It does trigger, look in the Output window. It just doesn't automatically prompt you to ask if you want a debugger break and thus just keeps motoring.
The DefaultTraceListener.AssertUIEnabled property is false. That's an implementation problem, can't display a message box on top of Metro UI. Which does actually work but the monitor switches to the desktop, pretty undesirable when you would have liked to click No. Hard to solve and no doubt on the todo list. You can't easily get to the property to set it to true, it is inaccessible from the metadata. Filip's workaround sounds half-decent.
There is the same problem with F# in WinRT, in VS2013. The assert statement, which is an alias for System.Diagnostics.Debug.Assert, does not raise an exception, so unless you are watching the Output window then your assertions can fail without being noticed. Even if you are watching, it is hard to find the spot where the assertion was raised.
I followed Filip's suggestion and wrote a short utility, as follows:
namespace MyProj.Infrastructure
module Diagnostics =
let Assert condition = if not condition then
System.Diagnostics.Debugger.Break()
I chose Debugger.Break over raising an exception because it stops the debugger at the place the assertion fails. However, raising an exception is an acceptable alternative.
I didn't have any suitable global projects or modules already in my solution, so I had to create them just for this, which was quite annoying.
I'm working on MonoTouch binding project to integrate GMGridView into my application. I was able to successfully load the empty Grid view but was not able to load grid items. After spending hours on MonoTouch & Objective C code, it turned out that System.Drawing.SizeF binding is incorrectly translating to CGSize (i.e, SizeF(140f, 110f) is translating to CGSize(140, 0) - value of height is lost).
Objective C Definition
- (CGSize)GMGridView:(GMGridView *)gridView sizeForItemsInInterfaceOrientation:(UIInterfaceOrientation)orientation;
Monotouch Binding
[Abstract, Export ("GMGridView:sizeForItemsInInterfaceOrientation:")]
System.Drawing.SizeF SizeForItemsInInterfaceOrientation (GMGridView gridView, UIInterfaceOrientation orientation);
I was wondering if I'm binding it incorrectly or this is a known bug? Also, what would be a resolution other than creating additional callback for height value.
Binding and test code is posted here: GMGridMono
Thanks for looking into this.
I have encountered the same issue with bindings to a method returning CGSize. Monotouch V5.2.12. It happens on the simulator but not on the device. A direct call from a mono application to the method works fine, but when the method is used as a callback from the bound library to the mono code the returned Height value is incorrect and appears ininitialized.
I have an OpenSL ES function call that causes no problems in one application, but causes a problem in another application, both run on the same device.
The line is:
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
Where result is of the type SLresult, engineObject is of the type SLObjectItf
The error I seem to get is:
05-19 11:56:27.007: ERROR/libOpenSLES(1425): slCreateEngine while another engine 0x299fa0 is active
It seems this is not logged from my code, but maybe it is caused by it? So what could cause this line to produce an error in one app, but not in the other?
As it happens to be, it was partly Android's Activity life-cycle which caused the error, but mostly my own fault. It was caused by the onCreate() and onResume() methods Android provides for an Activity. I never thought of the fact that onResume() also get's called when an Activity is started. Because of this, I never realized that I had a 2nd call to the slCreateEngine function.....
According to the docs "OpenSL ES for Android supports a single engine per application". I had a quick check of the source for OpenSL an I can see this is enforced by a global storing the current active engine.
So if you want to call slCreateEngine, you must make sure all other engines have been destroyed first. This includes the possibility of any 3rd party code you are linking in too (incase you are linking in something else that is creating an OpenSL engine object before you do).