Search Your Question

How to do geo fencing?

Ans :

Geo-Fence : A Geo-fence is a technology that defines a virtual boundary around a real world geographical area. Every time the user enters or exits the boundary of a certain geofence, actions can be triggered in a location enabled device (often a smartphone). Usually the user will receive a notification with certain information based on its location in real time.

Let's implement : 
In order to work with geofences we need to import CoreLocationframework. After that, we define a locationManager in our viewController and we make the viewController a CLLocationManagerDelegate:


 var locationManager : CLLocationManager = CLLocationManager()


Next, we have to define a region with a center (latitude and longitude) and a radius to monitor. As an example, we are going to define a circular region around the beach in Playa Grande, Mar del Plata with a radius of 400 metres:

 func setUpGeofenceForPlayaGrandeBeach() {
  let geofenceRegionCenter = CLLocationCoordinate2DMake(-38.028308, -57.531508);
  let geofenceRegion = CLCircularRegion(center: geofenceRegionCenter, radius:  400, identifier: "PlayaGrande");
  geofenceRegion.notifyOnExit = true;
  geofenceRegion.notifyOnEntry = true;
  self.locationManager.startMonitoring(for: geofenceRegion)
 }


After creating the region, we are going to set the flags notifyOnExit and notifyOnEntry to true . This will make the CLLocationManagerDelegate trigger a notification each time the user enters or exits the geofenceRegionin the following methods:


func locationManager(_ manager: CLLocationManager, didEnterRegion region: CLRegion) {
  print("Welcome to Playa Grande! If the waves are good, you can try surfing!")
//Good place to schedule a local notification
}
func locationManager(_ manager: CLLocationManager, didExitRegion region: CLRegion) {
print("Bye! Hope you had a great day at the beach!")
//Good place to schedule a local notification
}




We are still missing the part when the user has to give authorization to the app to track it’s location. So in our viewController we add the following lines to the viewDidLoad method:


 override func viewDidLoad() {
  super.viewDidLoad()
  self.locationManager.requestAlwaysAuthorization()
  self.locationManager.delegate = self
 }

When the user gives authorization to the app, a delegate method is triggered and if the user has given  authorization, we should set up the geofence and start monitoring the region.


 func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
  if (status == CLAuthorizationStatus.authorizedAlways) {
    self.setUpGeofenceForPlayaGrandeBeach()
  }
 }

As a last step, we need to add a key to the info.plist with the string to be displayed when asking for location authorization:
<key>NSLocationUsageDescription</key>
<string></string>
<key>NSLocationWhenInUseUsageDescription</key>
<string></string>
Usage of geo-fence in Marketing, Reminders, Child Tracking, Vehicle Tracking, Security, Certain area entry and exit.

What will happened if I delete pod.lock file?

Ans : After first time run pod install, Podfile.lock will be generated.

The purpose of Podfile.lock is tracking of every version of every library that Cocoapods has installed for you, especially working together with a team.

In team there are two guys working, Narendra and Amit.

  • Narendra has made project and install library named Demo Library Version 1.3.3
  • After some days, Demo Library is updated to 1.4.0. and Narendra not hit command pod update  as he is happy with 1.3.3
  • Amit copy narendra's project and hit command pod install, then 1.4.0 will be installed(if Podfile.lock is not there).
  • So here is how Podfile.lock work, record the version of what Narendra had installed, then cocoapods will check what version Narendra had installed and then install on Amit's project. (1.3.0)
  • But if Amit hit command pod update, then in pod.lock file, version changed to 1.4.0 .
So Podfile.lock file should not be deleted if we work on team. And so Podfile.lock file should be checked while using source control.


Everyone should take care while hitting command pod install and pod update. Choose wisely between those. While update pod update, we should ask to our teammate.

Another nice feature is cocoapods will create a snapshot of every library while using source control.

Understand from : Video

When we use pod deinit?

Ans. :

To remove pods from a project completely you need to install two thing first...those are follows(Assuming you have already cocoa-pods installed in your system.)...
  1. Cocoapods-Deintegrate Plugin
  2. Cocoapods-Clean Plugin
Installation
  1. Cocoapods-Deintegrate Plugin
    Use this following command on your terminal to install it.
    sudo gem install cocoapods-deintegrate
  2. Cocoapods-Clean Plugin
    Use this following command on your terminal to install it.
    sudo gem install cocoapods-clean
Usage
First of all goto your project folder by using the as usual command like..
cd (path of the project) //Remove the braces after cd
Now use those two plugins to remove it completely as follows..
  1. Cocoapods-Deintegrate Plugin
    Use this following command on your terminal to deintegrate the pods from your project first.
     pod deintegrate
Deintegrating Pods
  1. Cocoapods-Clean Plugin
    After deintegration of pod from your project use this following command on your terminal to clean it completely.
     pod clean
    After completing the above tasks there should be the Podfile still remaining on your project directory..Just delete that manually or use this following command on the terminal..
     rm Podfile
Thats it...Now you have your project free from pods...Cleaned.
Removing Cocoapods from the system.
Any way try to use the following command on your terminal to uninstall/remove the coca-pods from your system.
sudo gem uninstall cocoapods
It will remove the coca-pods automatically.
Thanks. Hope this helped.

In Objective C, how can avoid crashing of app?

Ans. :

There are multiple aspects to your questions, let me try to answer them:

  • NSSetUncaughtExceptionHandler only catches uncaught exceptions which is only a small subset of possible crashes. 
  • Exceptions in Objective-C are defined to be fatal and it is not recommended to catch them and even more not recommended to run any non-async safe code, which includes any Objective-C and Swift code. 
  • To catch crashes you need to setup signal handlers and then only run async-safe code at the time of the crash, which is only a small subset of C. Especially you may not allocate new memory at crash time at all.

NSSetUncaughtExceptionHandler(&HandleException);
signal(SIGABRT, SignalHandler);
signal(SIGILL, SignalHandler);
signal(SIGSEGV, SignalHandler);
signal(SIGFPE, SignalHandler);
signal(SIGBUS, SignalHandler);
signal(SIGPIPE, SignalHandler);



This will works for most situations.

Difference between objective c and swift protocol

Ans:

Protocol in Objective-C has optional methods and Protocol in Swift has all required methods to implement.

In Swift, Protocol extension is introduced and due to it swift is called protocol oriented language.

Read Protocol Extension to know difference between objective-c and swift protocol