I am running the iOS simulator, using the default Touch Bar controls. I tried "Customize Touch Bar...", but that didn't have the Command icon in the list of controls.
It seems like I can toggle it, and it turns blue when toggled.
What does the 5th symbol/icon in the middle group do?
It toggles whether or not keyboard shortcuts are intercepted by Simulator.app or sent to the simulated device.
Related
The accessibility elements are being read correctly in the background, i.e the labels being read can only be heard but cant see the screen as it blacks out, just the screen goes dark. Anybody come across the issue?
Verified this is in iOS 11 with iPhone 6s, iPhone 7 plus.
(Project is in Swift although it must not matter)
Found out that with 3 finger triple tap on screen , the above setting gets disabled. And the Accessibility Voice Over starts to work as normal, i.e reading the labels with the screen turned ON.
I have made an app with buttons. The buttons aren't underlined in Xcode. However, if I run this app on my iPhone, the buttons are suddenly underlined. How do I prevent buttons from being underlined?
Just bumped into the same problem, but for those who do not know how to enable "Button Shapes"
Launch the Settings app on your iPhone or iPad.
Tap on General.
Tap on Accessibility.
Turn On the option for Button Shapes — it's about half way down the page.
You are welcome!
I can't select the keyboard extension I added.Namely, I added my custom keyboard application extension target.I then build and run the target with an application and went to
Settings > General > Keyboard > Keyboards -> Add New Keyboard and added my new keyboard.
I now have English, Emoji and myKeyboard under Keyboards. I then go back to the application i
started the keyboard with and tap on a text field and the standard iOS keyboard pops up. I try to tap and hold the globe button and only English and Emjoi keyboards are available for selecting. Any ideas why ?
If you are doing it on simulator, you will not be able to choose your custom keyboard extension from the keyboard menu in your container app. it is known issue in Xcode 6.1, hasn't fixed by apple yet .
You can try display your keyboard in the stock contacts app on the simulator, or you could just run your app on real device.
So I just switched the keyboard type for the three textViews I have on one of my viewControllers to use the Number Pad keyboard. I also added a library (not a cocoapod) for a custom ScrollView object that I added to the view; the Scrollview makes all subviews scroll up/down to respond to instances of the keyboard being displayed onscreen.
It displays fine when I run the code on my machine's simulators (simulators for iPhones 5s and 6.) But when the other guy on the project tries it, the keyboard shows up briefly on the 5s simulator before hiding. On his simulator for the 6, the keyboard doesn't appear at all.
Could it be the custom Scrollview screwing with the UI? I'll post a link to the repo..I'd post some code but aside from this object, I can't think of anything else that could be responsible.
https://github.com/michaeltyson/TPKeyboardAvoiding
If you tap into a textfield and the keyboard does not appear, hit command+k on your physical keyboard to bring up the simulator one. You will still be able to type with your physical keyboard but the simulator one will come up as well.
Try command+shift+k. That turns on and off the simulated hardware keyboard. I have had it fix this kind of issue before, even when I didn't realize I had it turned on.
I am trying to follow some tutorials online. Every time i run the iOS simulator my xcode seems to minimise and focus goes to the simulator on the desktop
Is it possible to stop this and have the simulator load on top of the Xcode window?
Thanks
Focus will switch over but Xcode itself doesn't minimise. However, if you're running Xcocde full screen (you have clicked on the <-> arrow in the top right of the screen) then you will switch to a different screen - this is standard behaviour for all maximised apps. Clicking on the green full screen icon in Xcode will make the window take up all available space but without taking a separate screen, which will give the behaviour that you want -- though note this is for 10.9; I seem to recall that clicking the green button on later versions of OSX may automatically trigger the full/separate screen mode.