Hi. I am developing an anti-theft app, in that I am sending a message on SIM change alert to an associated number. It worked perfectly up to the iOS version 5.0, but it is not working in iOS 6.0, Any solution for this issue is appreciated. Thank you.
You cannot send a message pro-grammatically in ios without third-party api,
Note : if you include a third party api you cannot enter into ios app-store.
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Hello i am looking forward to convert my android app which runs libgdx in a fragment to IOS
So i am looking for a way to run libgdx inside IOS app.
For example when i switch to a screen in ios Libgdx instance will run on that screen. I am not talking about converting a standalone libgdx game to ios(like using robovm)
I know i can rewrite android app part of my application using codenameone but i am not sure about libgdx nor how
can i do what i want with codenameone ? is there any guide ? if i can do i will subscribe and start converting.
Thanks
Unfortunately this isn't currently possible as I mentioned in the reddit thread here. I don't think there's a technical blocker but it would require a lot of work and there's no motivation to do that work either from our side or the LibGDX side.
I implemented a local notification test per this example https://www.codenameone.com/blog/local-notifications.html
I have the following two questions:
1) can I test local notifications from CN1 simulator. In the link above, I see a local notification test screenshot using the iPhone 6 simulator. Is there a way to force the app to run in background form the simulator in CN1?
2) If a local notification is sent when the app is running in foreground, I understand that the notification will not fire. Is the message lost in this case or is it queued somewhere?
Currently you can only test this on the device, it will work in the native simulator for iOS as you saw in the screeshot. You can run on the native iOS simulator using a Mac and include source.
The message would be lost if you fire in the foreground on iOS as it's the assumption that this is something you can notify within your app more effectively. You can determine if your app is in the foreground using the Display.isMinimized() method. In the foreground case you can use a tool like ToastBar to show a notification.
I am using 'react-webcam' component in my application. For web it is working for me but in mobile device it is not working. And My client needs that he immediately get to the phone's camera if he click take camera button in mobile device. please anyone help me to fix this issue
Thanks
There is an rpm package which can be used to open the camera. I have not used this yet.
Just try yourself.
npm package
Thanks
As mentioned here, Your service should be served secure, either from localhost or an https connection.
AND in ios>=11 Apple restricts WebRTC to Safari only!
Edit: Duplicate of How to access camera on iOS11 home screen web app?
I'm running into a problem with using a apple web-app together with camera access through the getUserMedia API.
I have some application that is working fine when accessed through safari, it asks for persmission to use the camera and upon approval I can see the camera feed. But if I save this same page to the home screen as an web-app this does not work anymore. There is no prompt for camera access, which seems to be the problem as it is not enabled by default.
The line that gives the problems is a meta tag which enables full screen for a web application on iOS.
<meta name="apple-mobile-web-app-capable" content="yes">
Anyone know what is going on here and why this fails? Do I need to set camera permission somehow through a meta tag also?
Thanks in advance!
Apple has removed the ability to use getUserMedia inside a UIWebView, WKWebView, SFSafariViewController, or a webpage that has been "added to the home screen".
The reasoning is not clear, however I do not believe this to be a bug.
An Apple staff member wrote this about WebRTC in iOS 11:
...right now, WebRTC is only supported in Safari. No WKWebView, not even SFSafariViewController.
And I can confirm that this includes the UIWebView as well (through personal tesing).
The navigator.mediaDevices.getUserMedia function is back in iOS 14.3 which got out yesterday. (Make sure you are not using the navigator.getUserMedia which is deprecated).
We'll be using it in Cordova, I'll update this post if we find some instabilities.
Don't forget to use the playinline attribute in your <video> element if you don't want the video to start in fullscreen.
I have made an android app using codename one
I tried the following with codename one:
1) Display.getInstance().flashBacklight(10);
2)Display.getInstance().vibrate(100);
3)Display.getInstance().sendsms();
All these API worked properly for the J2me build.
However, for android none of them worked. Why could this be happening? I tried it on motorolla atrix 2.
flashBacklight isn't supported on Android, if I remember correctly that functionality wasn't available on older Android versions it might be available now. You can file an issue on that and we can look into it again.
Vibrate should work its possible vibration was disabled on that specific device but I haven't tried it. You can file an issue on that as well and we can have a look.
Send SMS works for me, it opens up the SMS intent on Android and passes the text/number to which the SMS should be sent. This is different behavior than the J2ME version of sending SMS.