Iphone device software - ios

I'm not sure this question can be asked here, but I dont really know where I can get information. I've been doing some research and nothing obvious came out.
So here is the thing, I've developed a functionnality.
It works fine on computer.
It works fine on the Android Api.
But there is some bugs on the Iphone Api.
The thing is: I don't have any Iphone, so I can't see what's happening. Jus know what people said to my boss.
So, I'm looking for a piece of software to be able to test the API like if I was using an Iphone. I'm not just looking for something that will simulate sizes like the view from navigator development functionnality.
Do you know something like that ? It will be really helpfull thank you.

You need an apple computer.
Open up the project in Xcode which has an emulator.
Otherwise:
If your windows, you could try an app like Smartface: https://www.smartface.io/ios-and-android-emulator-on-windows/
Google iOS Emulators for Windows for Development and you should have lots of options to review for yourself.

The iPhone simulator in xcode should be exactly what you need.
This should get you started:
https://developer.apple.com/library/content/documentation/IDEs/Conceptual/iOS_Simulator_Guide/Introduction/Introduction.html

Related

Trouble compiling for iOS 11.1 with Xamarin (Visual Studio)

There is not much of a point in posting actual code here, because we're talking about 7 different apps.
All of these apps have been up on the Apple Store and running fine. Until the new iOS 11.1 came out. Now I am being forced to update all of those apps, and rearrange the screen to allow for the new layout of the iPhone X.
Now all of this seems mostly reasonable, if not ridiculous for them changing their own design standard. But the real problem is that I went through all of that. Upgraded Xamarin (Visual Studio), and packages, and Xcode, and the Simulators, AND my Mac system. Everything is up to speed. The apps compile and test fine on any simulator I install them on.
The only change to the code is moving stuff around on the screen. Well, that, and I now need to drop support for anything i386. It all has to be x86_64 now.
From what I can tell, that is a difference from 32-bit to 64-bit. And that change is a dropdown menu choice in the Project Options. In any case, there is no indication at all that there is anything wrong with these apps at all.
So with all of this, I submit my apps for approval, and every single one of them gets rejected because "The app crashes on startup." And they kindly attach a log file showing what went wrong.
Now, I know I can simply scour those logs, for all 7 apps... The log files need to be fed into some other program that can decipher them, because they are not human-readable. Which is just annoying...
What I'm hoping is that someone can save me some trouble and explain what they changed in their systems that is not being caught by the compilers or the simulators.
Any help would be hot.
I am posting my own answer because I have not seen one anywhere that addresses what I have found to have worked. So I am providing this information for the next small developer, like myself, can get some useful answers to questions where Apple and Xamarin are simply NO HELP at all.
Xamarin does provide a page that essentially says, "get your app ready for iOS 11." The most useful part of this is where it shows you how to remove any linkage to anything 32-bit.
Architecture changes
This is mostly helpful. And I thought that once that was done, I'd be all set. There are 2 other things they completely fail to mention:
- You must set your target device to 11.1. You cannot have it set for 9.0. That will make the app crash on an 11.1 system.
- You must make a change in the manual code editing (source) section of the info.plst file. Why this is not done automatically, I cannot say. You must add an entry to the "Required Device Capabilities" section for "arm64". You also must remove the one for arm7.
Failure to do these two things, even after making their suggested changes will cause the app to crash on iOS 11.1 devices.
If you think I'm having a bit of an attitude problem about this, yes, I am. And I will not apologize for it.
It is absurd for Apple to change their design specs, give us very little time to make changes, and then not provide the absolutely essential information to actually make the changes. I blame Xamarin too. For the exact same reasons.
It is also absurd to totally deprecate all the testing devices I have, and then ask, "why don't you test on an actual device?" Because I cannot afford a new $1000 phone for the sake of testing apps that barely make me any money anyway. That's why.
And people wonder why I think it's a pain in the bum to develop for iOS devices.
1) Some of the frameworks that your app use may use libraries, that does not work correctly on iPhone. The reason for that is that when you compile your project on the simulator, is still compile it for a PC architecture, not a mobile one. And if there are any differences, only a real device could tell you about them.
2) I would suggest you to use this method to symbolicate crash reports from Apple. That at least should give you some clue. In summary, what you need to do is after you compile your app, you need to save a few files (.dSYM and .ipa) Then when apple send you back a report, you would be able to symbolicate it into human readable. You can find more info on how to do it here: https://developer.xamarin.com/guides/ios/troubleshooting/questions/symbolicate-ios-crash/

iOS Adding a device in the developer portal

I'm trying to add a device (iPhone 5) by the UUID, but the the loader never stop loading. I am not doing anything different then I normally do, but I feel like the loader will never stop since I have been waiting for a long while now.
Is there something wrong with my account or whatever or...
Thanks in advance
Use safari and not chrome, at least that seemed to be my issue.
Somehow the Apple developers site is having some issues with Chrome.
If you want to cut out the browser from this task completely you can have a look at Cupertino, part of the Nomad-cli toolset. Amazing work from #mattt
https://github.com/nomad/cupertino

Dropbox iOS Chooser in the Simulator

I am working on using the iOS Dropbox Chooser. I was able to integrate as expected via their documentation
However, in the simulator, the chooser will ask you to have the dropbox app installed to authenticate. Is there any way that I can deal with this so that I can actually get a file from my dropbox while in the simulator?
I don't think you can, no. In recent OS versions Apple has done a great job of making more functionality available in the simulator (you used to be able to use hardly any external functionality at all, but many things work there now). However the Dropbox app is completely separate from Apple. It doesn't come pre-installed on the Simulator, and short of having the Dropbox App's source code and building that to your simulator first, there's no way to do this.
It's unfortunate, but really it's best to test things on-device anyway, so you're probably better off going that route. Good luck! :)

JQM/Phonegap native app stuck at splash screen when run on Iphone simulator from xcode

This guy seems to have a similar problem, except mine doesn't work at all, not just on the first try. Today I installed xcode 4.2/ios simulator 5.0 hoping that would fix the problem, but it hasn't helped. The app has consistently run on actual devices, but all the developers who own Iphones are out of the office today and the company ipod is in use elsewhere.
I've tried closing both xcode and the ios simulator, changing between 5.0 and 4.3, changing between regular iphone and iphone retina, trying with simulator running first and trying with simulator closed first. It just sits there on the loading screen. As far as I know the simulator has never worked, I'm not the one who setup xcode or any of the devices (he doesnt work on Mondays and didn't know how to fix it on Friday anyway). Any help would be appreciated.
Turns out adding "localHosts" to ExternalHosts fixed the Simulator, but the simulator doesn't like the ajax call to our services site, so it still isn't working, but now at least we have an acceptable reason for it. (Devices work correctly, so it isn't that big of a deal) Hope this helps someone.
If anyone can think of a way for the simulator to work with the reference to external calls I'll transfer the answer to their answer :P.
Like Luke said in a comment to you: just use JSONP.
It's not the simulator's fault, that's just how browsers work. They don't allow cross-domain ajax requests. That's why there is a solution to this problem, namely JSONP. In essence, the response must be a regular JSON object that is enclosed in a function call, something like callback_function({json: 'object'}).

Can an iPad be used as a development machine to create iPad applications?

My wife has a iPad and I was wondering if I could use it to develop iPad applications? I am assuming the answer is no.
Apple's development guidelines ban apps of this type from the store, so no you unfortunately cannot use the iPad to make iPad software (You can test the programs you write on your Mac on the iPad though). You need a Mac and the XCode IDE to actually create iPad / iPhone applications. You can learn more about this at http://developer.apple.com/
EDIT:
While it isn't possible to directly write code that runs on the iPad, you certainly can write code on the device itself. There is an app available in the app store called CodeToGo that lets you author programs in quite a few different languages. When you want to run your program, the code is actually uploaded to a server, executed there, and the results of that run are returned to you. This, or a similar program, is the closest you will currently get to writing code on the iPad (or iPhone).
Here is an article that talks about / reviews code editing programs for iOS.
Take a look at Codify. Not the whole 'write anything, run anywhere' experience, but a step in that direction.
Yes, it can. If you are a Lua developer, I recommend Codea (formerly known as Codify). For Python developers, I recommend Pythonista. Both apps allow you to write and test code in-app, and they even include support for graphics such as games. There is a GitHub project that actually lets you compile Codea projects into full-blown AppStore apps, the Codea Runtime. The app Touchline is one such application.
Unfortunately, there is not currently an official way to compile Pythonista apps and sell them on the AppStore. The developer has, however, made a utility that allows you to install webclip based icons on the homescreen that will run a Pythonista script. Also, there are plans to incorporate an export to Xcode mechanism in a future update of the app.
Check this out: http://www.slideshare.net/carlbrown/developing-ios-apps-on-your-ipad-with-xcab
I haven't tried it myself, but apparently he's created a way to code on the iPad, upload the code, download the compiled project, install it, and run it, all from the iPad. He says you cant do gui stuff, but at least you can do the logic on the run.
If you make for instance ruby on rails applications and let them have a mobile theme they can run in the safari browser of the ipad. The benefit of this is that you don't need Apple to review your code. The cons are that you can't use the appstore to sell and distribute your app.
But it can look and feel like a native ipad app.
I'm exploring this business model right now and would like to hear if others have done this.
Your app will run on an external server like Heroku, be archived on github.
Try CppCode - C/C++ IDE & Compiler that works on iPad/iPhone. http://cppcode.info

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