I'm developing an app that uses Vuforia. I would like to temporarily disable Vuforia so that I can run my app in the simulator, rather than on the device.
As I only have one iPhone, I would like to see how the app looks on other devices via the simulator
Any thoughts?
This can be done by let Xcode not link the libVuforia.a and not compile any .m/.cpp/.c file that you import/include Vuforia header file.
YourProject->YourTarget->Build Phases(Please see the attached image)
1, Chose "Link Binary With Libraries", set "require" to "optional";
2, Chose "Compile Source" and select any file that you import/include Vuforia header files, click the "-" button(if you want to run the app on a real device add them back);
3, Build & Run on Simulator.
You need to comment out startCamera, and the initialization of the vuforia services / trackers you use. Also, if your app is built properly - it should fail if the init did not succeed, so make sure you disable this behavior for the emulator testing.
Related
So I have a teammate/client I need to share an app I'm developing.
They have android and a Mac Desktop so it would be shared through the Simulator only.
I've tried the archive app and there seems to be no way to get this work with the .ipa file which is generated.
Does anyone know of a way to achieve this?
Share the source code, then run the app in Xcode. Voila, it is now in the Simulator. They have to install Xcode anyway to get the Simulator so there really isn't any extra work involved other than building the app.
The .ipa is built for iOS devices and cannot run in the Simulator. I suppose you could transfer the binary to another simulator and get it to work, but I have not heard of anyone doing it that way and, frankly, it seems like potentially more work than "clone this git repo, load the project/workspace in Xcode, click the triangle button and wait a bit."
All you can do is you can just generate the .app file. But how you can run it on a simulator (applies only if Xcode 8.2 or above isn't installed), I really don't have the idea. If you want to have your .app generated, follow this:
Connect any iPhone with your mac
Open your project in Xcode
Wait for the setup (processing symbol files, blah, blah) to be completed
Run your project in that iPhone once
Now just build your project while the iPhone is connected
Search for the Product group (or, folder) and expand it
You will see a file (maybe more) named as your target (project name)
Right click on that file and select show in finder. And voila, you have your .app file
What generates the .app
You will need to have previously built the app for the intended target. The "Product" option in the top menu bar includes a couple of ways to trigger this including: "Build for" of "Destination".
Where is the .app?
The yourApp.app you are looking for is stored in: <<YOURUSERHOME>>/Library/Developer/Xcode/DerivedData/<<YOURAPPNAME-UID>>/Build/Products/Debug-iphonesimulator
Easier way to locate
Open you app in XCODE
Browse the file tree in the left sidebar
Expand the "Products" directory
Right click the .app file you want to share, and select "Show In Finder"
What you are trying to do is not going to work. You can not share the .ipa file for someone else to install it on an iPhone simulator.
I developed an app with phonegap, and I hate to try on a apple device. I've jailbroken my iPhone5s for try my app without pay apple.
I follow this guide, but seems does't work:
On your Jailbroken device install AppSync Unified 5.2-1 (or later)
from AngelXWind’s repo. Don’t use any other AppSync, and if you have
others, be sure to remove them. Open
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist
and change AD_HOC_CODE_SIGNING_ALLOWED to YES. You may need to
duplicate it to the desktop, change it, save it, then drag and drop
back into the original folder because OS X let you edit the file in
place. If XCode was running, restart XCode. Change your Project and
Target settings to “Ad Hoc Code Sign” in Build Settings Tell XCode to
run app on iPhone. At this point XCode will put app on your iDevice,
but can’t debug because it can’t attach to the process. The app will
start then close immediately. You can now manually start the app on
the phone now though. To enable debugging: In your project select
File>New File Property List and create a file called
“Entitlements.plist”. Add “Can be debugged” or “get-task-allow” (both
do the same thing) and set the value to YES. Now change your Project
and Target Code Signing Entitlements (In Build Settings) to
“Entitlements.plist” (you have to type it in). Now XCode can run and
debug the app. Good luck
This is the link of the guide.
When I run app, XCode tell me "Build Success", and on top it says :"Running on Iphone". If I open detail, it say: "Preparing to install " with a loading circle. It's 20 minute that is preparing to install my app.
How can I fix this problem?
I've installed Monkeytalk on my machine, it has OS X 10.8.5
I had a successfully run an automatized test on Android with Monkeytalk, so I moved on X Code 5.0.2. Created a sample application (iOS 7.0), added the required targets, changed the Schema name too. Also added into Buid Phases the required libraries, mentioned here, as well as the Build Settings' Other Linker Flag option (-all_load). Now, I can successfully build the app to the new Monkey target, appears on the simulator correctly. But after selecting the iOS Simulator in the Monkeytalk IDE, however the console's output is "Connected to Device: iOS Simulator", the record button is not enabled.
I've watched the tutorial video about running Monkeytalk on iOS simulator too, the linker flag mentioned there is -all_load lstdc++ if I understood correctly (the quality of the video wasn't the best and I could not read the line). Did you ever get this problem?
Edit: I've tried to run via networked device, the Monkeytalk is successfully connected to the device, but the record button is still not enabled.
Did you get message in XCode's log output like the last photo of Installing the MonkeyTalk iOS Agent?(Sorry, I don't get the permission to attach images here yet)
If not, make sure you added all the required libraries into Buid Phases and run in CORRECT target first(I met this problem once because of this :<). Then you can check the log output and google these messages for help.
I downloaded the PointCloud Unity Plugin here. I then followed all the directions on the README file exactly. To be clear, I created a new Unity 4 project, set the platform to iOS in the build settings, set a Bundle Identifier for my app in the player settings, imported the PointCloudUnityPlugin custom package, used the PointCloud menu to request and set an Application Key, opened the test scene and then clicked build and run. When it built, I got an error message in Unity saying "UnityException: Launching iOS Project via XCode4 failed. Check editor log for details." Then, when the project opens in the the Beta version of Xcode 5 (because for no apparent reason it doesn't work in Xcode 4), the Unity splashscreen comes up and then the screen just becomes blue for no apparent reason. It remains blue and there appears to be nothing I can do (rather than doing some cool augmented reality with a dominoe like it;s supposed to do). Any ideas? Thanks!
It turns out that you have to install both the Unity plugin and the sample iOS project and they work together. I'm not sure why but it is working fine now that I have done that.
I've racked my brains over this one, and I'm probably just making a stupid mistake. After switching to Xcode 4.5.1 (it may have happened at 4.5) I simply cannot load an app into the iPad Retina simulator. I've edited the compilation scheme to say to always use the Retina display for the iPad. No love. It used to be that you could change simulators on the fly and whatever one was open would be the one the project compiled for. But I can't figure out how to do this in 4.5. Help!
Something funky is going on, which seems to be not acting as expected. Try these solutions in the following order.
Your method is correct, you set your Simulator Display preference when editing your schemes. Make sure your destination for the scheme is the iPad simulator, that it's tied to the Run scheme, and set iPad Simulator display to Retina. Save/apply your scheme changes, try to run your app. If that doesn't work, close + re-open Xcode, check scheme settings to see if they stuck, and try again
You may want to double check if your changes stuck. Delve into your project file (by right clicking on your project file, and selecting "Show Package Contents"). Then navigate to:
xcuserdata->username.xcuserdatad->xcschemes->ProjectName.xcscheme
Open it up in your favourite editor, and check to see if there's a:
simulatorIPadDisplay = "2.000000"
...for your required scheme
If none of that worked, then it may be an issue with your derived data (unlikely, but step 1 should have worked). Go to Organizer, and select the Projects tab. Then hit 'Delete...' for derived data. Do the same as before; run, close Xcode, check and re-run.
Well we really are in a pickle, that is the only method to set your preferred simulator display for a build scheme. You may need to resort to removing Xcode and re-installing, and trying the previous steps again.
What on earth is going on?! We've exhausted our methods, you may need to let Apple know about this issue.
Well, after a long session of "find all of my settings files and save them, delete Xcode and all of its settings files, reinstall Xcode, re-download simulators and dockets, replace settings files, etc., etc." I found myself in the same position. No Retina simulator for me.
The problem wasn't Xcode or the project file--the 5.0 simulator will simply not launch in Retina mode. The 5.1 and 6.0 simulators work fine, as I discovered when I switched to them in the compilation scheme. Switch back to 5.0 and I'm stuck in normal simulator mode. The reason I've been using the 5.0 simulator was to test lowest-common-denominator iOS features. That, and there is a bug in iOS 6.0 that affects large packet transfer via IPSec that hasn't been fixed yet.
So, I still don't know what the missing Derived Data status was all about, except that it's fixed now and I assume that reinstalling the app was the fix.