I have simulator screen problems, after installment of last beta, it's happen randomly, when i build any project, usually on 3-4 time, when i hit play. Have to quit Simulator Application, and start it again.
Anyone have same issue ?
Screenshot:
It seems that Metal is the default renderer for the new simulator and some of the older Apple devices do not support it :
Mac computers that support Metal
For example, I have a mid 2011 Mac-mini and had to switch it to OpenGL to get the simulator working (as suggested by #Jeremy Huddleston Sequoia)
Related
I am using Xcode, V-8.3.2. I have got 2 devices:
iPhone 6. (iOS 10.3.2)
iPhone 7. (iOS 10.3.2)
I am trying to profile GPU usage for OpenGLES 3.0 based app (C++) I am working on. The first device, when I press "Capture GPU Frame" , tries to perform the capture, then after a few seconds Xcode pops up the following notifications:
Replayer terminated unexpectedly with error code 5.Please report the
frame capture file then file a radar
Timed out (5)
When I try to debug the same app on the second device, The "Capture GPU frame" menu is disabled (non clickable). Also no "FPS" gauge is shown in the debug panel on the left in the Xcode window. This one I solved with restart of the Mac.
The app runs fine, no crashes. Before I upgraded to the latest Xcode, the GPU frame capture worked fine for the first device. The iPhone 7 - I have no idea, because I didn't have this one before. I tried to read possible solution to the first problem on Apple Developer forums. Quite a few people reported that "timed out(5)" capture error, but I found no solution.
Some people suggest to downgrade to iOS prior to 10.3. I tried to reset the device to factory settings, and it doesn't reset to the iOS version older than 10.3.2, which is the newest one.
I have seen this issue with Xcode 10.2 and an iPhone SE (iOS 12.2) when executing compute kernels.
In my case, the issue was only related to single pass compute kernels, when tested with running video frames, the Frame Debugger works normally.
Unfortunately, I don't have a fix but I did stumble on a work around for my configuration: If I press the Home Button on the phone during the capture process, Xcode will enter the frame debugger as expected.
This only works if I press Home while Xcode displays
"Capturing GPU Frame: 1 command buffer captured".
If I press Home while Xcode displays
"Capturing GPU Frame: Replaying Frame",
then I still get the behaviour described in the OP.
I have deployed a game made in Unity via TestFlight and do not know what to make of this issue - the game runs perfectly on all iPhone 6s and above. On iPhone 6 however and an iPad, it crashes right after the splash screen.
Crash report said initially it had to do with the Metal graphics settings - since (this is another problem) I haven't been able to get the crash reports from the last 2 builds, I am led to think it is still a graphics problem.
I've googled everything and found a few threads saying it was a Unity 5.5.0 problem and also that older devices do not support Metal. So today I updated to Unity 5.5.2f1 and removed Metal from the Graphics settings as
various links have said this has been an issue - https://forum.unity3d.com/threads/crash-on-startup-5-5-0f1-ios-10.446813/
https://issuetracker.unity3d.com/issues/ios-crash-on-presentrenderbuffer-gl-renderbuffer-in-presentgles-when-loading-a-scene-on-iphone-6s
but even with OpenGLES2 and 3 both in the options with Metal removed, it still crashes on just these older devices.
What is happening here? How can I fix this?
I am on the most updated Xcode, etc.
I'm trying to run an iOS simulator (Xcode 7.0.1, OS X Yosemite). However, the first time I run the simulator, it takes a very long time to boot up (80-120 seconds), which is causing my automation testing to time out. If I close the simulator and re-launch the same one, it will boot up in about 5-8 seconds. Launching a different device will cause the long boot up time again.
I have tried resetting the content and settings of the simulator, deleting and re-downloading simulators, and uninstalling and reinstalling Xcode.
This machine is a Parallels Desktop VM running on a 2012 Mac Mini. While I do not believe this to be a resource issue (the simulator runs just fine with the second launch), I have tried increasing ram and video memory to the VM with no success.
Had the same issue after updating to Xcode 7 on my iMac (late 2013). And yesterday I've succeeded to resolve it by doing 2 steps (unfortunately, I don't know which did really help):
I had Xcode 6 installed side by side with Xcode 7. So I've deleted Xcode 6 instance.
Open Xcode 7, go to Window -> Devices and delete all listed iOS simulators you have there. Close & re-start Xcode. Go to Window -> Devices again and add only simulators you need (in my case I've added iPhone 6 iOS 8, iPhone 6s iOS 9, iPad Air 2 iOS 9). You can add more simulators later on as you need them. Also, not sure if this is critical, I've selected no paired watchOS device for simulators I've added.
After completing these steps, my simulator cold start was significantly imporoved - it takes now like 30-40seconds max for a cold start. Before that it was 3-4minutes and first debugger attach attempt always failed.
Hope, this will be helpful for somebody.
My solution so far has been to pre-boot the Simulator prior to needing it for automation. I consider this somewhat hackish, but it does get the job done.
xcrun instruments -w "Simulator Name Here"
sleep 120
This will launch the simulator, then sleep for a couple minutes before proceeding on to whatever else you need the simulator for.
At first boot, the sim device will go through initial setup just like a real device. Taking 2 minutes is quite a long time on modern systems but not that unheard of, especially if you're not on an SSD. I suggest you watch the sim device's system.log to see what tasks are occurring during the boot process and keep an eye out for any errors that might indicate what is going wrong.
I tried to run the iPhone6S simulator on my Macbook Air, and it just hung at the game center login screen. It hung for 10 minutes. I had 50% scale on the simulator window. Then I tried to reduce the scale even more, and immediately it passed the GC login screen.
My guess is that my little Air has don't have time to do anything else but updating the simulator screen at high scales, and when I reduced the scale it had time to bother with the game center login functionality. My simulator widow is the size of a stamp now. :)
Puh. I've had this simulator problem for weeks...
I'm using Auto Layout/Constraints with Interface Builder in Xcode 6.1, so that my App renders correctly on all iOS devices. It works great across the iPhone 4s/5/5s/6 simulators and a real 5s, but part of the view is cut off when I run it on the iPhone 6 Plus Simulator.
To debug this, I downloaded the AlternateViews example code from Apple, and saw the exact same behavior. Then I tried to write a really simple test App, and saw the same thing again. I noticed that the iPad Air Simulator also cut off part of the view, and when I tested on a real iPad Air, the simulated/real displays did not match. I feel like there is something wrong in my dev setup (not a bug in the iOS Simulator), but I've double-checked everything and even reinstalled Xcode. Please let me know if you've seen this before, or have a recommendation on what to try next. Thanks!
AlternateViews Example on iPhone 6 Simulator:
AlternateViews Example on iPhone 6 Plus Simulator:
My SimpleTestApp on iPhone 6 Simulator:
My SimpleTestApp on iPhone 6 Plus Simulator:
My SimpleTestApp on iPad Air Simulator:
My SimpleTestApp on Real iPad Air:
I've seen this offsetting on rotation issue, starting in June 2014 when iOS 8 first went public, and I submitted to Apple a test project that showed how to reproduce it. In most cases it is possible to work around and prevent it, but my test project continued to demonstrate the issue.
A few weeks ago, however, Apple replied to my bug report, asking me to test in iOS 8.2 (available in beta as part of the Xcode 6.2 beta). The issue could no longer be reproduced!
Therefore I would suggest that what you're encountering is, at least in part, a genuine iOS bug, and that iOS 8.2 will prove to have fixed it.
It used to work properly, with 100% as well as 50%. Then I did not use the simulator for some time but only the console, having moved the simulator almost out of site. Now I need it but realize that instead of an iPhone surface just a regular window is shown, like in this thread:
XCode iPhone simulator does not look like an iPhone
I read lots of proposal I found on the web to this problem and followed the advices.
So I changed the size to 100%, tried different iPhone devices. And finally I deleted the Xcode application from the application folder and removed all remaining items by putting in the order
sudo /Library/uninstall-devtools --mode=all
into the terminal.
I downloaded Xcode again.
The problem is still there.
The very strange thing about it: It did work properly when I installed Xcode for the first time, about 6 weeks ago.
As far as I know it depends on the deployment target whether the simulator shows the iPhone frame or not. I think if you set iOS 7 as the target you won't be able to see the iPhone image around your app screen. (For example, I have never seen an iPhone image in the simulator for a 4'' device.)
Try changing the deployment target and play around with different devices under Hardware / Device in the simulator.
Edit:
Here is a more detailed answer.
It's one of the replies to the question that you linked.
You better select your simulator and set Hardware -> Device -> iPhone
Note 1: If you want the simulator should looks like iPhone do not select the retina simulator.
Note 2: You must check the target version of you app in xcode it must be below 7.0
Note 3: Keep the scale of simulator always 100%.
Are you sure the current project you're working on is an iOS and not an OS X project? You can verify this be looking at the project's folder. If the app ist for OS X, there is most likely a .xib file. If it's a iOS project, there should be a storyboard file.
As the OS X apps use windows, like the one you described, this could be a hint.
I have found the solution for the problem I had (and other users as well):
At PREFERENCES / DOWNLOADS older versions of the iOS simulator are available. While at the moment the current version is 7.0 (beginning January 2014), versions 6.0 and 6.1 are being offered for download.
After downloading I could chose more devices than with version 7.0. Now also the non-Retina iPhone is available.
As a result, the iPhone surface is being displayed when set to 100% (at WINDOW - SIZE).
Thanks to everyone helping!