I used a Cross-Platform Xamarin.Forms Master-Detail .NET Standard project template in VS 2017.
In the Info.plist it shows it is a Universal app.
In the solution platforms, I can only select iPhone or iPhoneSimulator for iOS apps
Solution Platform
Is there a way to run this app in an iPad simulator?
The iPad simulator is in the simulator list:
Related
I'm using the Flutter extension in vscode and can launch a test project on an ios simulator. But I have an iPad as the only option. How can I add other simulators, like an iPhone 11, to the list?
I found flutter emulators --create, but I don't find any info on using it and selecting the correct emulator. There is information available for Android devices, just not for ios.
I use Flutter 2.2.2 and have ios 9 as the target.
Thanks!
You probably want to launch your Simulator.app (the emulator on MacOS) and go to the File menu, then switch for another device !
Currently i have a unity project which runs on iOS device or iOS simulator.
I have choose SDK choice in unity project player settings ,option available for choose either device sdk or simulator sdk.. i just want to build a single unity project for running iOS Devices and simulators,Can any one give me suggestions to achieve this..
This is not possible because Apple not supports universal builds with both device and simulator binaries. Unity just generates XCode project for you. And you can choose the target SDK (Device or Simulator) in XCode directly after the project was generated. So this is not a Unity limitation.
If you build for Simulator you compile for x86 architecture. But when you build for Device you compile for arm7. arm7 binary cannot run on x86 Simulator.
I have an Xcode project with iPhone and watchOS targets. The iPhone target uses the accelerometer, which the simulator doesn't support. Can I launch just the iPhone app without launching the watch target? I know from:
Can a real iOS device and Watch Simulator communicate for Testing purposes
that I can't pair a real iPhone with a simulated watch, but I'd be happy just to test the iPhone part on a real iPhone without hooking up a watch.
Should be as simple as taking a look at the General tab of the project details and removing the entry listed under Embedded Binaries. This will stop the app compiling and bundling the WatchOS executable in with the iPhone one.
If you build the iOS app with your iPhone as the device, it should install it on your phone with or without the Watch present. Are you getting an error?
I have a Universal App for iPad and iPhone.
the old versions of my app are working fine. I build the project with Xcode 7 and iOS 9.1 and it worked fine on my iPhone 6S and my iPad 2.
but after i upload the app to the AppStore i tried to update with my ipad and i get this message:
That my App "is not compatible with this iPad"
here screenshot of the appstore:
What i doing wrong?
UPDATE 1:
My iPad version is iOS 9.1 and the target in XCode is Universal
Since the compatibility list doesn't show iPhone4S or iPhone5, I assume that you limited the architecture to arm64.
For further information, see Setting Architectures for iOS Apps.
The problem was that for some reason the value of Build Active Architecture Only was YES instead of NO!!!!
I have been trying to test my app developed for iOS 5.1 on iOS 4.3 simulator but somehow it is complaining that the framework files are missing for iOS 4.3. I have installed the iPhone 4.3 simulator through the organizer but to no avail. I have also tried other options of setting UIKit framework as optional but that did not work.
Do I need to reinstall previous version of SDK to test this or is there some simple solution?
In Xcode, open the Simulator menu. There's a menu item named "More Simulators"
Choosing that menu item opens another window where you'll be able to choose to download and install additional Xcode content.