iOS 8 adaptation notes

Source: Internet
Author: User
Tags notification center spritekit


IOS 8.0
This article summarizes the key developer-related features described in iOS 8, currently running on a shipping iOS device. This article also lists the documentation to describe the new features in more detail.

For the latest news and information on known issues, see the IOS 8 release notes. The complete list of new APIs is added in iOS 8, which understands the iOS 8.0 API differences. For more information about new devices, see the iOS device compatibility reference.

Application Extensions
IOS 8 allows you to extend the system by providing a selection of area application extension code that supports custom functionality in the context of user tasks. For example, you might provide an application extension that helps users post content to your social sharing site. After users install and enable this extension, they can select it when they click the Share button in the current application. Your custom share extension provides acceptable code, validation, and user post content. The extended list of systems shares the menu and instantiates it when the user chooses it.

In Xcode, you create an application extension to add a pre-configured application extension target application. When the user installs the application, which contains an extension, the user can set the application extension. When a user runs another application, the system enables the extension to be available with the appropriate system interface, such as the Share menu.

The iOS support application extends to the following areas, which are referred to as Extension points:

Share. Share content with social networking sites or other entities.
Let's go. Executes a simple task with the selected content.
Today. Provide a quick update or enable a short task in today's notification center.
Photo editing. Perform an edit photo application in a photo or video.
Storage provider. Provides a file storage location that can be accessed by other applications. An application uses a document Selector view controller to open a file-managed storage provider or to move files to a storage provider.
Customize the keyboard. Provides a custom keyboard that allows users to select the system's keyboard for all applications on the device.
Each extension point defines the appropriate API for its purpose. When you use an application extension template to start developing, you will get a default target containing method stubs and attribute list settings defined by the extension points you choose.

For more information on creating extensions, see the Application Extensions Programming Guide.

Touch ID Authentication
Your application can now authenticate users with a Touch ID. Some applications may need to get all of their content, while others may need to get specific information or choices. In both cases, you may need to authenticate the user before continuing. Use the local authentication Framework (Localauthentication.framework) to display a warning to the user application-specified the reason why the user is authenticated. When your application gets a reply, it can be authenticated based on whether the user is able to respond successfully.

For more information, see the Local Certification framework reference.

Passkit
The Passkit framework adds support for payment and payment requests. Payment requests allow users to securely provide you with their payment and contact information for physical goods and services. Payment will be added to the passbook via online payment, credit card issuer and bank etc., allowing users to choose their account to pay for the online fund.

For more information, see Passkit Framework references.

Photo
Take better photos in your app, provide new photo app editing features, and create new, more efficient workflows to access users ' photos and videos of assets.

Frame of photo
These photo frames (Photos.framework) provide new APIs to handle photo and video assets, assets, including icloud photos, managed by Photos app. This framework is a framework that is more capable of replacing the asset pool. The key features of crawling include a thread-safe architecture and cache thumbnails and full-size assets that require changes to assets, observation changes by other applications, and the contents of the recoverable assets are edited.

For more information, see Photo frame reference.

Use the relevant UI framework (photo photosui.framework) to create an application extension application to edit picture and video asset photos. For more information, learn about the Application Extensions Programming Guide.

Manual camera Control
AV Infrastructure (avfoundation.framework) is easier than ever to make wonderful photos. Your application can directly control the focus of the camera, white balance, exposure settings. In addition, applications can use different exposure settings to automatically capture an image from an exposure capture.

See AV Infrastructure Reference for more information.

Improved camera functionality
Use the following APIs to discover and enable the new camera features found in iphone 6 and iphone 6 Plus:

A new property (videohdrsupported) can determine whether a capture device supports a high dynamic range stream.
A new video stabilization mode (avcapturevideostabilizationmodecinematic) provides more movie results for capturing video.
A new property (highresolutionstillimageoutputenabled) can be used to set a Avcapturestillimageoutput object to capture images that are still higher in resolution.
A new property (Autofocussystem) can be used to determine how to perform an auto-focus camera.
Game
Technical improvements in iOS 8 are easier than ever to implement the graphics and audio features of your game. Use the power of a high-level framework to easily develop, or use new low-level enhancements to leverage the GPU.

Metal
Metal provides extremely low overhead access to the A7 and A8 GPUs, enabling extremely high performance on your complex graphics rendering and computing tasks. Metals as expensive countries have eliminated many of the performance Bottlenecks-such confirmed to be found in traditional graphics APIs. Metal is explicitly designed to transform all expensive states and compile operations on critical paths to your most sensitive rendering code performance. Metals provide GPU graphics and computational tasks for pre-compiled shaders, state objects, and clear command scheduling to ensure your applications achieve the highest possible performance and efficiency. This design concept extends to the tools used to build the application, and when your application is building a Xcode project, the metal shader compiles into a default library, eliminating most of the running costs of preparing these shaders.

Graphics, compute, and bit-block transfer commands are designed to work together seamlessly and efficiently. Metal is designed to take advantage of modern architectural design considerations, such as multi-processing and shared memory, making it easy to parallelize the GPU creation commands.

With metal, you have streamlined APIs, a unified graphics and compute coloring language, and xcode-based tools, so you don't need to learn multiple frameworks, languages and tools to take full advantage of the GPU in your game or application.

For more information on the use of metals, refer to the Metal Programming Guide, metal frame reference, Metallic coloring language Guide.

SceneKit
Scenekit is a OBJECTIVE-C framework for building simple games and rich applications with a 3 D graphical user interface, combined with a high-performance rendering engine and a high-level, descriptive API. Scenekit has been using OS X v10.8, now for the first time in iOS. Low-level APIs (such as OpenGL ES) need to implement rendering algorithms to display a scene in an accurate and detailed manner. By contrast, Scenekit lets you describe your scene's content-geometry, materials, lights, and cameras, and later animates it by describing the changes in these objects.

Scenekit's 3 D physics engine is active in your app or game by simulating gravity, force, rigid body collisions, and joints. Add advanced behavior to make it easy to use wheeled vehicles such as cars in a scene, and add physical fields, applying radial gravity, electromagnetic, and turbulence effects on an object within a region.

Use OpenGL ES to render more content into a scene, or to provide GLSL shaders, replace or add scenekit rendering. You can also add shader-based scenekit rendering of post-processing techniques such as color grading or screen space environment occlusion.

For more information, see Scenekit Framework references.

SpriteKit
The SpriteKit framework (spritekit.framework) adds new features that make it easier to support advanced game effects. These features include support for custom OpenGL ES shaders and lighting, integration with Scenekit, and advanced new physics effects and animations. For example, you can create physical fields to simulate gravity, drag, and use the electromagnetic force of the Skfieldnode class. You can easily create physical body by collision masks. is more easily than ever to pin its mother's physical body, even if the parent company does not have its own physical body. These new physical features make complex simulations easier to implement.

Using constraints to modify the contents of the physical effects and animations, for example, you can always point to the movement of two nodes of a node in another node.

Xcode 6 also contains a new material and scene editor that saves you time when you create your game. Create a scene of content that specifies which nodes appear in the field, features of these nodes, including physical effects. The scene is then serialized into a file that your game can easily load.

For information on the classes of this framework, see the Spritekit Framework Reference and Spritekit Programming Guide.

AV Audio engine
The Avfoundation framework (avfoundation.framework) adds a higher level of abstraction that supports audio features for various industries than core audio. These new audio features are available in OS X and iOS and include automatic access to audio input and output hardware, audio recording and playback, and audio file parsing and conversion. You also get audio units to generate effects and filters, pitch and playback speed management, audio and 3 D audio environments and MIDI instruments.

For more information, see AV Foundation Framework Reference.

OpenGL ES
IOS 8 below the new extended OpenGL ES Supplemental channel.

The apple_clip_distance extension adds support for hardware clip aircraft OpenGL ES 2.0 and 3.0.
The apple_texture_packed_float adds two new floating-point texture formats, r11f_g11f_b10f and Rgb9_e5.
The apple_color_buffer_packed_float extension is based on the new texture format apple_texture_packed_float such that the Framebuffer object can be used. This means that applications can render to the frame cache, using one of these formats.
HealthKit frame
HealthKit (Healthkit.framework) is a new framework for managing users ' health-related information. Tracking health and fitness information for the proliferation of applications and devices, it is difficult for users to get a clear indication of what they are doing. HealthKit makes it easier for applications to share health-related information Whether it comes from a device connected to an iOS device or manually entered by a user. The user's health information is stored in a centralized and secure location. Users can see all the data displayed in medical applications.

When your application implements support for HealthKit, it gets user access to health-related information that can provide information about the user without the need to implement support for a particular fitness-tracking device. Users decide what data should be shared with your application. Once the data is shared with your application, the application can register notifications when the data changes; you have fine-grained control when your app notifies. For example, the request application notifies each user of their blood pressure whenever they need it, or notifies the user that the blood pressure is too high when the measurement is displayed.

HomeKit frame
HomeKit (Homekit.framework) is a new communication and control framework for connecting devices at the user's home. New devices provide more connectivity and a better user experience for the home. HomeKit provides a standardized way to communicate with these devices.

Your application can use HomeKit to communicate with the device users in their house. Using your app, users can discover devices at home and configure them. They can also create actions to control these devices. Users can use the Siri community to act together and raise them. Once a configuration is created, users can invite others to share access to it. For example, a user may temporarily provide a guest for the house.

Use the HomeKit accessory simulator to test communication devices for HomeKit applications.

For more information, see HomeKit framework references.

Icloud
icloud includes some changes that affect the behavior of existing applications and affect the users ' applications.

document-related Data Migration
Cloud infrastructure for more robust and reliable data transfer between documents and user devices and servers. When a user installs iOS 8 and icloud account login devices, the icloud server performs a one-time migration of files and data to the user's account. This migration involves the documentation and data copied to a new version of the application's container directory. The new container can only run iOS 8 or OS X v10.10 devices. The device running the old operating system can continue to access the original container, but the change container does not appear in the new container and changes to the new container do not appear in the original container.

CloudKit
CloudKit (Cloudkit.framework) is an app for moving data between pipelines and icloud. With other cloud technologies when data transfer occurs transparently, Cloudkit gives you control over the transfer occurs. You can use Cloudkit to manage all types of data.

The application directly uses Cloudkit to store data in a repository that is shared by all users. This public repository is not registered with the application itself, or even an icloud account is available on the device. As an application developer, you can directly manage the data in the container to see all the changes made by the Cloudkit dashboard user.

For more information on this framework class, see Cloudkit Framework reference.

Document Selector
The document Selector view Controller (Uidocumentpickerviewcontroller) grants the user access to the file application's sandbox. This is a simple mechanism for sharing files between applications. It also supports more complex workflows because users can edit a document with multiple applications.

The document selector allows you to access the document provider for the file. For example, an icloud document provider grants access to a document stored in an icloud container in another application. Third-party developers use storage providers to provide additional documentation provider extensions.

For more information, see the Document selector Programming Guide.

Switch
Switching is an OS X and iOS feature that extends the user experience across device continuity. Switching enables the user to start an activity on one device and then switch to another device and resume the same activity on other devices. For example, a user who browses a long article in Safari moves to an iOS device that signs the same Apple ID, and the same Web page automatically opens in iOS Safari, where the same original device scrolls. Switch as seamlessly as possible to make this experience.

To participate in the handover, an application takes the foundation of a small API. Each ongoing activity in an application is composed of one user activity object that contains data that needs to be recovered by one activity on another device. When the user chooses the recovery activity, the object is sent to the recovery device. Each user activity object invokes the delegate object and refreshes the active state, such as sending devices between the user's active objects.

If you continue an activity that requires more user activity than is easily transferred by the data object, the recovery application can choose to open a stream of the original application. Document-based applications automatically continue to use icloud-based document support activities for users.

For more information, see Switching Programming Guide.

Supports new screen sizes and scales
Apps are linked to iOS 8 and should later be ready to support iphone's larger screen size 6 and iphone 6 first. IPhone 6 In addition, the application should also be ready to support a new screen. Particularly noteworthy is that the application supports OpenGL ES and the metal can also choose the size to render Caeagllayer or Cametallayer to get the best performance of the iphone 6 Plus.

Let the system know that your app supports iphone screen size 6, the storyboard splash screen file contains the package in your app. At run time, the system looks for a Storyboard launcher screen file. If such a file exists, the system assumes that the app supports iphone 6 and 6 Plus explicit in full-screen mode and runs it. If such an image does not exist, the system reports a smaller screen size (320 years by 480 points or 320 568 points), and continues to the calculation that your application set on the screen is correct. The content is then scaled to fit the larger screen.

More information about the launch image of the specified application, and the addition of the application icon and the splash screen file.

IOS 8 adds new features that allow you to handle screen size and orientation more. It's easier than ever to create an interface for your app, on ipad and iphone, to adjust direction changes and different screen sizes. Using the size class, you can retrieve the general information about the size of the device current orientation. You can use this information to make initial assumptions about what should be displayed and how those interface elements relate to each other. Then, use automatic layout to adjust and reposition these elements to provide the actual size that fits the region. Xcode 6 uses size classes and AutoLayout to create storyboards that automatically adapt to class changes and different screen size sizes.

Feature description class and size of an interface
The size class feature is assigned to a user interface element, such as a screen or a view. There are two types of size classes for iOS 8: regular and compact. The regular size class represents a large amount of screen space, such as on an ipad, or a general example that provides a lot of illusion of screen space, such as scrolling on an iphone. Each device is defined by size class, vertical and horizontal.

Figure 1 and Figure 2 show that this machine is an ipad size class. The ipad's screen space has a standard size class in portrait and landscape orientation in both vertical and horizontal directions.

Figure 1 Portrait of ipad size class

Figure 2 ipad Size class Landscape

The iphone class is based on devices of different sizes and their orientations. In portrait, the screen has a compact size class horizontal and regular size class perpendicular. This corresponds to more information about the common usage patterns of vertical scrolling. When the iphone is in the landscape, their size classes are different. Most iphones have a compact size class from horizontal and vertical directions, figure 3 and Figure 4. IPhone 6 + has a screen large enough to support the general width in landscape mode, as shown in Figure 5.

Figure 3 Portrait of the iphone size class

Figure 4 iphone size category Landscape

Figure 5 IPhone 6 + class Landscape

You can change the size with a view class. This flexibility is particularly useful when a smaller point of view is included in a larger view. Use the default size class to schedule a larger view of the user interface and to schedule information for the child view based on whatever size class you think is most appropriate.

Support for size classes, classes are new or modified as follows:

The Uitraitcollection class is used to describe the collection of features assigned to an object. Features specify size classes, display scales, and idioms for specific objects. class that supports feature collections for uitraitenvironment protocols such as UIScreen, Uiviewcontroller, and UIView. You can retrieve an object's feature collection and perform actions when these attributes change.
The Uiimageasset class is used to group images as they are based on their characteristics. A similar picture is a slightly different combination of features for a single asset, and then automatically retrieves the correct image from the image asset-specific feature set. The UIImage uses the image asset class to be modified.
Class that supports the Uiappearance protocol can customize the appearance of an object based on its feature set.
The Uiviewcontroller class adds a child view of the collection of ability features to retrieve. You can also arrange the view class to change by changing the size Viewwilltransitiontosize:withtransitioncoordinator: method.
Xcode 6 supports a unified storyboard. The storyboard can add or remove views based on the scale and layout constraint classes that are displayed on the view controller. Instead of maintaining two independent storyboards (but similar), you can make a storyboard of multiple size classes. First, design your storyboard with a common interface and then customize it for different size classes, and the interface adapts to each form of advantage factor. Use Xcode 6来 to test your application in various size classes and screen sizes to make sure your interface adapts to the new dimensions correctly.

Support for new screen sizes
IPhone 6 + uses a new Retina HD to display a high DPI screen. In support of this resolution, the IPhone 6 additionally creates a UIScreen object with a screen size of 414 x 736 minutes and a screen size of 3.0 (1242 x 2208 pixels). After the contents of the screen are displayed, Uikit sample this content to fit the actual screen size of x 1920. Support for this rendering behavior, including the new artwork for the new design of the 3 times-fold screen ratio. In Xcode 6, the asset catalog can contain pictures 1 x, twice times, 3 times times the size; Simply add new image assets and iOS will choose the right asset when running on iphone 6 Plus. iOS also recognizes an image loading behavior @3x suffix.

In a graphics application that uses metal or OpenGL ES, the content can easily be rendered in an exact size display without the need for an additional sampling phase. It is critical that 3 D applications perform many high performance computations for each pixel rendering. Instead, create buffers to render to the display's resolution.

A UIScreen object provides a new property (Nativescale) that provides a screen scale factor for the native screen. When a property on the Nativescale screen has the same value as the size of the property, then the rendered pixel size is the same as the pixel size of the screen. When two values are different, you can expect the content to be displayed before sampling.

If you are writing an OpenGL ES app, the Glkview object automatically creates its Renderbuffer object based on the size of the view and its value Contentscalefactor property. After viewing the Contentscalefactor value that has been added to a window, set the view to store the Nativescale property on the screen, as shown in Listing 1.

Listing 1 supports local scale Glkview objects
-(void) Didmovetowindow
{
Self.contentscalefactor = Self.window.screen.nativeScale;
}
The code for the metal application, your own view class, should resemble the code found in Listing 1. Also, as long as your view size changes, and before asking Nova Cola metal layer, the metal layer is calculated and set Drawablesize real estate as shown in Listing 2. (An OpenGL ES application that creates its own renderbuffers will use a similar calculation.) )

Listing 2 Sizing The metal layer with the native screen
Cgsize drawablesize = self.bounds.size;
Drawablesize.width *= Self.contentscalefactor;
Drawablesize.height *= Self.contentscalefactor;
Metallayer.drawablesize = drawablesize;
See metalbasic3d for a working example. Xcode templates OpenGL es and metals also show these same techniques.

Changes to the additional frame
In addition to the major changes described above, IOS 8 includes other improvements.

API modernization
Many frameworks use small interface changes in iOS, using the syntax of modern objective-c:

Getter and setter method attributes are superseded by most classes. The code continues to use this change using the existing getter and setter methods.
Update the return value of the initialization method Instancetype instead of the ID.
Declare the specified initialization in the appropriate place, and so on.
In most cases, these changes do not require any extra work in your own application. However, you can also implement these changes in your own OBJECTIVE-C code. In particular, you may want to modernize the OBJECTIVE-C code when interacting with the swift code with the best experience.

For more information, see Using modern objective-c.

AV Infrastructure Framework
The AV Infrastructure Framework (avfoundation.framework) allows you to capture metadata over time in shooting video. Any type of meta-data can be embedded in a recording at various points in time. For example, you might record the current physical location in a video by a mobile camera device.

For information about the classes of this framework, see AV Infrastructure Framework Reference.

Avkit Frame
Avkit Framework (Avkit.framework) was introduced before OS X in iOS. When you need to use it instead of the media Player frame to display the video.

Coreaudiokit Frame
The new Coreaudiokit framework simplifies the work required to create a user interface for an application that leverages Inter-app audio.

Core Image Framework
The core Image framework (Coreimage.framework) has the following changes:

You can create a custom image kernel on iOS.
The core image detectors can detect rectangles and QR code images.
For information on the class of this framework, refer to the core Image reference collection.

Framework of the core location
The framework (core location Corelocation.framework) has the following changes:

You can determine which layer of equipment if the device is in a multi-storey building.
The Access service provides another significant location change service application that requires user location information for interesting places to visit.
For information on the class of this framework, see core location Framework reference.

Core Movement Framework
The core campaign offers two new classes (Cmaltimeter and cmaltitudedata) that allow you to access iphone iphone 6 + 6 and barometer. For both devices, you can also use the Cmmotionactivity object to determine whether the user is riding a bike.

Basic framework
The infrastructure Framework (FOUNDATION.FRAMEWORK) includes the following improvements:

The Nsfileversion class provides access to past versions of icloud documents. These editions are stored in icloud, but can download requests.
The Nsurl class supports storing document thumbnail metadata.
The Nsmetadataquery class can look for external icloud for the document application to open.
Game controller Framework
The game controller framework (GAMECONTROLLER.FRAMEWORK) has the following changes:

If the controller is connected to a device, you can now receive device motion data directly from the game controller frame.
If you are working with button input and do not care about pressure sensitivity, a new handler can call your game only when the button presses the state of the change.
Gamekit Frame
The Gamekit framework (gamekit.framework) has the following changes:

Features added in iOS 7 are available in OS X 10.10, making it easier to use these features in a cross-platform game.
The new Gksavedgame class and new method Gklocalplayer make it easy to save and restore the user's progress. Data is stored in icloud; Gamekit the necessary work devices between syncing files and icloud.
Methods and properties using the player has now deprecated the identifier string. Instead, use the Gkplayer object to identify the player. Replace the Add property and method Gkplayer object.
IAD framework
The IAD framework (iad.framework) adds the following new features:

If you are using AV device to play a video, you can play pre-scrolling ads before playing video.
You can find more information about the effectiveness of advertising for your application.
For information about the classes of this framework, see the IAD framework reference.

Media Player Framework
The two Media Player framework (Mediaplayer.framework) classes are extensions of new metadata information.

For information on the class of this framework, see Media Player Framework reference.

Network Extension Framework
Use the new network Extension Framework (Networkextension.framework) to configure and control virtual private networks (VPNs).

Changes in the Spritekit framework
The SpriteKit framework (Spritekit.framework adds a lot of new features:

A Skshapenode object can specify that a texture shape is stroked or filled when it is used.
The Skspritenode, Skshapenode, Skemitternode, Skeffectnode classes include support for custom rendering. Use Skshader and Skuniform to compile an OpenGL ES 2.0-based fragment shader class material and provide input data.
The Skspritenode object can provide illumination information so that the spritekit automatically generates light effects and shadows. Add Sklightnode objects to the field designated lights and then customize the properties in these lights and any sprites to determine how to ignite the scene.
The Skfieldnode class provides physical effects that can be applied to a scene. For example, a magnetic field is created that increases the impact of resistance and even produces random motion. All effects are limited to a specific area of the site, you can carefully adjust the effect of the intensity and speed of the effect is to weaken the distance. The field nodes are easily degraded without having to search the entire list of physical bodies and forces that apply to them.
A new Sk3dnode class is used to scenekit live integration into your game is sprite. Each time Spritekit renders your scene, render the 3 D scene node to generate the texture, and then use the texture to render the Spritekit sprite. Creating 3 D Sprites can help you avoid creating dozens of-frame animations.
Added new actions, including support for inverse kinematics animations.
A new system constraint is added to the scene processing. Spritekit constraints apply to physical simulations, you use them to specify how a set of rule nodes are positioned and directed. For example, you can use constraints in one scene to specify that a particular node always points to another node in the field. Constraints are easier to implement to render in your game rules without having to manually adjust the field event loops.
A scenario can be implemented for all delegates, rather than subclasses of the Run-loop stage Skscene class. Using a delegate often means that you can avoid requiring subclasses of the Skscene class.
The Skview class provides more debugging information. You can also provide more performance tip renderers.
You can create normal map textures for lighting and physical calculations (or in your own custom shaders). When using the new Skmutabletexture class, you need to create a dynamic update of the texture content.
You can dynamically generate texture atlas from a collection of textures at run time.
Xcode 6 also contains a number of new spritekit editors. Directly create or edit the contents of the scene, the specified nodes appear on the scene as well as their physical body and other characteristics. The scene is serialized into a file and can be loaded directly by your game. Editors save you time because you often don't need to implement your own custom editor to create your game's assets.

For information on the classes of this framework, see the Spritekit Framework Reference and Spritekit Programming Guide.

Uikit Frame
The UIKit Framework (uikit.framework) includes the following improvements:

Applications that use local or push notifications must explicitly register types of alerts that they display to the user using the Uiusernotificationsettings object. This registration process is independent of the process of registering a remote notification, and the user must grant a license notification via the requested option.
Local and push notifications can include a custom action as part of a warning. The custom action appears on the alert button. When it is, your application notifies you that the action is required to execute accordingly. Local notifications can also be located by interacting with the core area.
The collection view supports dynamically changing the size of cells. Typically, you use this support to accommodate changing the preferred text size, but you can adapt to other scenarios. The collection view also supports more choices for different parts of the layout that are not valid, improving performance.
The Uisearchcontroller class replaces the Uisearchdisplaycontroller class to manage the display of search-related interfaces.
The Uiviewcontroller class uses features and a new hierarchical view controller to adjust the technical content, as previously described in the unified Storyboard universal application.
The Uisplitviewcontroller class now supports the iphone and ipad. The class of the interface adjusts to accommodate the available space. The class also changes the main view controller that it can show and hide, giving you more control over how to display the Split view interface.
There are new options for the Uinavigationcontroller class that change the size of the navigation bar or completely hide it.
The new Uivisualeffect class allows you to customize the blur effect into your view hierarchy.
The new Uipresentationcontroller View Controller class allows you to separate content from Chrome for displaying them.
The new Uipopoverpresentationcontroller class deals with the contents in a crisp cake. The existing Uipopovercontroller class uses cookies to indicate that the controller displays only the puffs on the screen.
The new Uialertcontroller class replaces the preferred method of the Uiactionsheet and Uialertview classes to display alerts in your application.
The new Uiprinterpickercontroller class provides a view controller method to display a list of printers and select one to use in print. The printer is the new instance represented by the Uiprinter class.
You can put the user directly app-related settings in the Settings app. by uiapplicationopensettingsurlstring Uiapplicationopensettingsurlstring invariant OpenURL: The method UIApplication class.
For information on the class of this framework, see Uikit Framework reference.

Video Toolbox Framework
The Video Toolbox Framework (Videotoolbox.framework) includes direct access to hardware video encoding and decoding.

WebKit frame
Many new classes have been added to make it easier to create high-performance, on-premises applications that leverage Web content. See the WebKit Framework reference.

iOS 8 adaptation notes

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