ios-sdk | PixoVIN Capture VIN Barcode Scanner SDK for iOS | iOS library
kandi X-RAY | ios-sdk Summary
kandi X-RAY | ios-sdk Summary
The VIN Barcode Scanner Software Development Kit for iOS is packaged as a Cocoa Touch Framework OSXScanLib.framework. The framework can be integrated in applications built with either Objective-C or Swift, and currently supports the following platforms: i386, x86_64, armv7, arm64. To enable barcode scanning in your application you will need to activate an SDK key. This key is tied to your application through its Bundle ID. The Bundle ID is the string, generally in a reverse-DNS format, which identifies your application uniquely in the iTunes app store. For example: com.company-name.application-name. Contact us at info@pixovin.com to initiate a free trial or commercial license and receive an SDK key.
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QUESTION
Semantic Issue (Xcode): Property 'utmParametersDictionary' not found on object of type 'FIRDynamicLink *' /Users/jeremydormevil/.pub-cache/hosted/pub.dartlang.org/firebase_dynamic_links-4.1.1/ios/Classes/FLTFirebaseDynamicLinksPlugin.m:26:47 When i take a look into the code, the problem seem to came from this line :
...ANSWER
Answered 2022-Mar-26 at 14:13Run pod update
to get at least Firebase 7.7.0 which is when utmParametersDictionary
was introduced to the API.
QUESTION
I try to use SwiftUI view using the UIViewRepresentable pattern, the GoogleMaps background works but the ClusterManager doesn't show anything. Is there something wrong?
I try to generate 10000 markers like in the sample of Google Maps documentation, but instead of using UIKit with "UIViewController" I try to use SwiftUI with UIViewRepresentable just like they did there. It works if I just use markers but if I try to use ClusterManager it doesn't work.
...ANSWER
Answered 2022-Mar-25 at 18:17You are creating clusterManager
inside updateUIView
but not saving it anywhere, so it’s immediately discarded. In the Google sample code, they save clusterManager
as a property of the view controller; you don’t have a view controller, so I’d recommend moving clusterManager
and related code into your MapCoordinator
class. Coordinators are kept around for the lifetime of your view and can be accessed from makeUIView
and updateUIView
using context.coordinator
.
QUESTION
I have my own script through which I create a temporary folder for derivedDataPath
. as soon as the script works and creates an IPA file, the derivedDataPath
folder is deleted. But at the last stage of the build, I added a call:
ANSWER
Answered 2022-Mar-17 at 00:29Instead of using the "run" script, you can call the "upload-symbols" script adding the --build-phase flag:
${BUILD_DIR%Build/*}/SourcePackages/checkouts/firebase-ios-sdk/Crashlytics/upload-symbols --build-phase
This will make the script to upload the dSYMs as part of the build process instead of doing it in the background.
QUESTION
I've been trying to build my flutter app on iOS but flutter run
is throwing the following error:
ANSWER
Answered 2022-Jan-20 at 08:43If you use M1 try this
arch -x86_64 pod install
QUESTION
I'm looking to animate my Google Map's padding, as when a bottom sheet appears, the map padding resizes dynamically.
The GMSMapView.padding documentation says it can be accomplished with a UIView block based animation, but I'm not sure how that would tie in to a SwiftUI application?
The bottom sheet works fine, it shows when expected and passes the correct padding value through to the MapView. It's just the animation I can't figure out. (The bottom sheet uses this component if you're curious https://github.com/LucasMucGH/BottomSheet)
Any help would be greatly appreciated, thanks.
Current relevant code:
...ANSWER
Answered 2022-Feb-12 at 11:56If anyone's interested I worked out how to do it. The solution was simpler than I expected, it's literally just wrapping the padding parameter in a UIView.animate closure, then calling it in the updateUIViewController method:
QUESTION
I followed the steps as suggested in the official guide to install the packages using the Swift Package Manager and I manually selected the most recent release (currently v12.3.1).
Even though autocomplete shows the modules, and the package has been added successfully to the Package Dependencies, when I try to import a module (e.g. import FBSDKLoginKit
) I get the usual No Such Module 'FBSDKLoginKit'
.
FYI I am currently using Xcode 13.2.
...ANSWER
Answered 2022-Feb-03 at 12:58TL;DR Go to project targets under the "Frameworks, Libraries, and Embedded Content" section of the "General" tab and manually add the modules you need to import.
After searching around to the official GitHub repo of facebook-ios-sdk, I discovered a note regarding v5.11.0 saying the following:
users must manually add the Accelerate framework to their targets under the the "Frameworks, Libraries, and Embedded Content" section of the "General" tab
So I tried checking the "Frameworks, Libraries, and Embedded Content" and discovered that none of the Facebook modules I was trying to import were there, and therefore I manually added them.
QUESTION
Just to give some context, there is an iOS app I'm building (in Xamarin) that requires the ability to fetch files (in an automatic way without having the user to navigate to the files and select them manually) that are stored on External Storage Devices (USB Sticks), and are connected (paired) to an iPhone/iPad.
Users connect a lighting cable to the iOS Devices, and plug their USB Sticks into this lighting cable. Here is an example of the cable that end users use to pair the USB Sticks with their iPhone/iPad, and the app then auto fetches these files from the USB Storage Devices.
The app then performs 2 functions:
- It listens to notifications, for when a usb stick is paired with the iOS Device.
- When it receives this notification, it then proceeds with querying the files on the USB Stick, and reads and processes the files. The app reads these files automatically and the user does not need to manually select these files
I've tried using External Accessory Framework, however that's only suitable for devices that you register with the MFi program. https://developer.apple.com/documentation/externalaccessory
Notifications Center never seems to work (the Notifications that handle when a Device gets Connected and Disconnected, the delegates never get called), and I've tried using the Microsoft Helpers.
I've also tried some 3rd party libraries, but haven't found anything useful.
It doesn't look Apple has any Api Available to auto query and read the files, without having to use a DocumentPickerController. I know this is because of the App Sandbox, and I cannot directly access the Removable Storage Devices.
Now for my questions:
- Are there any 3rd party libraries anybody can recommend, that can help achieve most of the heavy lifting for this task? I'd prefer a library that's compatible with Xamarin, however if it's a native library (Swift or Objective-C Library, Cocoapods) I'm sure there is a binding I can use on nuget.
- Does anybody have any snippets, or documentation, or can point me in the right direction here (Please feel free to post Swift, or Objective-c solutions here if you like)? Where should I look, which Apple Framework (iOS SDK) is most suitable to deal with this situation. And to summarise, is what I'm asking for at all possible on iOS, without having to jailbreak, or get around the App Sandbox?
Update
So I've tried the solution that @Saamer suggested: Detect if USB is connected to iPhone device
Here is an example I wrote just to verify if the callback gets invoked, and the app can detect if a usb is plugged in.
...ANSWER
Answered 2022-Jan-30 at 17:40- I thought you needed to jailbreak but it seems unlikely, a solution is possible for
- CFNotificationCenter's AddObserver seems to be usable for detecting when a device is connected using host attached and detached as shown here
- Or if you don’t submit it to the App Store, you can use this
According to the Apple Docs
You can use the Files app and other supported apps to access files stored on external devices, such as USB drives and SD cards, connected to your iPhone.
- Essentially you have to make your a "supported app". I have downloaded a free app called "Clockology" that I recommend downloading and playing with, which allows users to see data within the app as you can see below:
You generally use UIDocumentPickerViewController
along with the right uttype to get the files from the Files apps or iCloud Drive, and you require activating the Key-value storage
and iCloud Documents
from iCloud
entitlements capability. There's a lot of tutorials on UIDocumentPickerViewController
usage, but you specifically want the capabilities that became available from iOS 13 onwards
This video from WWDC is the best example of getting to where you want. I also didn't find any 3rd party libraries that can help with this
——————-
Edit: If the app does not need to be distributed through TestFlight or the App Store, you can use IOKit and distribute through AppCenter, as long as you have the UDIDs of all the devices you need the app installed on (up to 100?)
QUESTION
I'm trying to integrate IronSource SDK in a iOS Flutter project (Swift project), but I am unable to do that. According to the IronSource documentation, I must point to IronSource.h file to include the bridge I need. And I am able to implement it in normal Xcode swift project, but I am unable to do that in flutter project since this bridge is already used by the flutter and it can be only one file.
So the question is: How can I integrate another ObjC library (IronSource) in the existing flutter ios project?
I am new to iOS development and Im battleing this for about a week now. I cant find anything on the internet that would work so any help will be much appreciated. Thanks
...ANSWER
Answered 2022-Feb-01 at 10:46I managed to resolve my issue. It turns out that build paths are not case sensitive and I was using 'ironsource' for my plugin name but IronSourceSDK is using 'IronSource' so it looks like at build time it did not find the correct files. And when this was working, I had to add 'use_frameworks! :linkage => :static' in the pod file of the plugin. Then I could depend on it in my swift flutter app normally as any other plugin.
QUESTION
I'm using an SDK (AdColony) to show ads to the users. There is an abstract method in the AdColonyZone object.
Here is the header file: https://github.com/AdColony/AdColony-iOS-SDK/blob/master/AdColony.xcframework/ios-arm64_armv7/AdColony.framework/Headers/AdColonyZone.h
The reference to method I used (setReward) is on line 78:
...ANSWER
Answered 2022-Jan-18 at 07:58AdColony.configure(withAppID: "MY_APP_ID", zoneIDs: ["MY_ZONE_ID"], options: nil){ (zones) in
for zone in zones {
zone.setReward { success, name, amount in
if success {
// TODO: Something...
}
}
}
}
QUESTION
I followed this official guide to adding Firebase to my project:
https://firebase.google.com/docs/ios/setup?hl=en#swift
Once you add https://github.com/firebase/firebase-ios-sdk
in Swift Package Manager, it prompts you a window to select which sub-packages of Firebase you actually want. I selected 4 of them:
- FirebaseAnalytics
- FirebaseFirestore
- FirebaseStorage
- FirebaseAuth
Before this, my project had 2 package dependencies. After resolving, my project now suddenly has 15(!) packages installed (black are the two installed by me):
And my build files increased from ~90-150 to 1800(!):
(which now takes about 10 times longer for any preview or simulator to run)
I have used the exact same Firebase dependencies in AndroidStudio for my Android version and there it never destroyed my build like that.
This looks like a bug to me. Is this how it normally goes? Why are there so many third-party packages contained in there?
...ANSWER
Answered 2022-Jan-10 at 15:17This is expected behavior. The packages shown are Firebase or Firebase dependencies except for SwiftProtobuf
. A significant majority of the increased number of files and build time comes from Firestore and its dependencies which is substantially bigger than anything else in Firebase.
See a related issue at https://github.com/firebase/firebase-ios-sdk/issues/6564
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install ios-sdk
Include OSXScanLib.framework from this repository in your application project
Create a UIViewController that extends from the ScanViewController defined in OSXScanLib
Implement the setResult API method to receive scanned VINs
Attach the root UIView from your new ScanViewController to the videoview outlet in your Storyboard
Clone or download this repository
Copy OSXScanLib/ into your project directory.
Add OSXScanLib.framework to your Xcode project:
In the Xcode Navigator pane select your project
Navigate to the General tab of project settings
Find the Embedded Binaries section and click the Add items button
In the Add items dialog click the Add Other... button
Navigate to the folder where you copied OSXScanLib.framework, select it and click Open
When prompted to choose options for adding the files you may continue with the defaults that are presented.
OSXScanLib.framework should now appear in both the Embedded Binaries and Linked Frameworks and Libraries sections of the project settings. If it does not appear under Linked Frameworks and Libraries you will need to manually add it using the Add items button.
Open your Storyboard or XIB file
Select the ViewController that will be used for VIN scanning.
In the Identity Inspector enter the class you created above under Custom Class
In the Connections Inspector find videoview under Outlets
Drag the open circle to the right of videoview to the UIView in your View Controller Scene that will act as the video preview for barcode scanning
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