turn on location services to allow to determine your location
When we try to access location services this pop up. However it doesn't pop up consistently. I think it shows up once. How do I make iOS show it consistently?
Note: I am aware that there is a question here: get alert for current location every time. All the answers talk about how you should change the settings. That's what the user should do. I want iOS to pop up alert consistently to users.
well this option pops up when there location service is disabled.and it is needed only there. so the question for you is
why ? why you want to show it consistently?
The alert shows up automatically when we call
[singleton.locationManager startUpdatingLocation];
A common mistake noobs like me make is to check first whether location update is enabled or not and then not calling that line when it's not. So the alert doesn't show up.
Coincidentally those are the exact pattern recommended by IOS. Many questions almost the same thing but none of the answers there point to this fact.
Related
This question already has an answer here:
Disable pointer mode for webview in Xbox UWP
(1 answer)
Closed 2 years ago.
I have a standard Universal Windows app that is actually a game in a WebView container (because HTML5) and I was wondering if there's any way to change something in the files of my project so that it's actually treated as a game (and likewise would be installed as such when deployed to Xbox One, Series X etc.) Obviously I want to get rid of the "change input mode" dialog as well or else I can't map the menu button for a pause function or anything else for which one would do so (and yes, that includes "Konami Code" implementations).
UPDATE 2020-09-16: This ended up being a duplicate question. Refer to the link in the information bar for what ultimately did the trick.
UPDATE 2020-10-21: I totally forgot to inform the mods of the duplication in prior discourse. This has now been addressed and the answer is noted above. I have also removed the link and description from the post to clean things up.
Two things since I opened this question which require my immediate request to close it to further discussion:
It turned out that the game type change is automatic once in the store, and
It also ended up being a duplicate question (for which the link is now in the information bar).
Today, when I try to use the location simulation, I find it is unresponsive.
Prior to this, I was able to resize the simulator, and go to any location. Today, none of these inputs work.
Also, is it possible to change the default lat/long in the simulator?
It currently defaults to a location that is not very useful to me.
Thanks,
-Craig Lang
Horizon Technologies
You can change the default location by entering your desired Latitude and Longitude to the fields provided and Update, then close the location window.
Whenever you run app, it will now default to that location. I agree that location simulation should remember your last used location when it's opened and it shouldn't change the default to New York. I believe this is something Codenameone team could provide.
Your location simulation maybe freezing if you're using the update Piotr provided, as it may contain minor bug. Check if you are getting any Exception in your console.
Maybe these pull request are solutions:
https://github.com/codenameone/CodenameOne/pull/1703
https:/github.com/codenameone/CodenameOne/pull/1707
The first one added all locations parameters to the form and remove update button as not needed, you need just change value or move you mouse wheel. This pull request was accepted free days ago so it should be on production?
The second one add store form fields and waiting for accept.
New Location Form
Just today I started noticing an "X" symbol in the bottom right of my live tiles, see picture.
I'm a little concerned, as I'm currently in the certification queue, that this means I've missed something from the package - a default badge image, for example. Do you know what this means?
The answer appears to be that your developer licence has expired!
when I tried to build something I got a popup alerting me to the problem and asking me to log in to my account again. At which point I was given a new developer licence, was able to build again, and all the crosses magically disappeared! :o)
I imagine the only reason your apps were still working was because they were still in a suspended state so weren't going through a proper launch cycle. The X means it won't run anymore as you don't have a valid licence.
Here's a though question:
I need to find out when the user double-clicked the OS X desktop, but not icons on it.
Now, I have thought of the following solutions, though I am not sure if they are doable:
Using desktop icons position (not sure how to get them), and the size of the desktop icons, we could theoretically check once the user double-clicks on the desktop, if it is inside one of the icon areas. Contra: Might not be flawless as some icons might be transparent or not taking up the entire icon size.
Maybe there is a variable that tells us if a icon from the desktop has been clicked? Then we could just check if that variable has been activated when the user double-clicked the last time the desk.
I am certainly still open to other (better) solutions, but they need to be sandboxable for the Mac App Store.
This is probably not going to be appropriate for the Mac App Store, for a number of reasons.
First, how are you going to intercept clicks outside your window? There are a few different mechanisms for this (e.g., event taps), but none of them are allowed in sandboxed apps. And that's intentional, and for a good reason—you're not supposed to be interfering with other apps or with the OS.
On top of that, it's hard to imagine that whatever you're trying to do wouldn't count as non-standard UI/HIG stuff, which is another reason for rejection.
But, assuming none of that were a problem, and you could intercept clicks on the desktop, there's no documented way to get all the icons on the desktop, so you have to read the .DS_store file directly, which means relying on private implementation information, which is another thing you're not allowed to do.
Finally, you have to get access to that .DS_store file. Unless you're expecting the user to drag the (invisible) file or its parent directory to your app or select it in an NSOpenPanel or something, the only way to get such access from inside the sandbox is via a temporary exception entitlement. Which you can't use unless you can justify to the reviewer why you need it as a workaround for a bug or limitation in the OS. So, what's your justification going to be?
I am implementing a text service on windows. Things work fine. However when I shift window focus to another application and shift focus back to the original application, the selected text services gets de-activated (I notice a call to ITfTextInputProcessor::Deactivate). I think this call is unexpected. Post this call, The service has to be re-activated manually. I am surely doing something goofy. Just that I don't know what it is.
Offhand, I'd say that you are indeed doing something goofy. :) In particular, I'd pay careful attention to your ITfThreadMgrEventSink::OnSetFocus implementation (and, obviously, you need to implement ITfThreadMgrEventSink in your text service and connect it via AdviseSink if you haven't already.)
After more research, I've figured out what’s happening:
When you set focus back to Word, TSF gets the current thread’s active keyboard layout (actually a locale ID).
It then compares that keyboard layout with the language ID of the currently active text service.
If they’re different, TSF then activates the text service for the active keyboard layout, and deactivates any previously active text service.
I believe this behavior is different on Vista/Windows 7.
The fix would be to use LoadKeyboardLayout/ActivateKeyboardLayout to set the process keyboard layout in your ITfTextInputProcessor::Activate implementation. Apparently some apps also need you to call ITfInputProcessorProfiles::ChangeCurrentLanguage() as well.