I am currently working on a app in which I integrated a video SDK which has only device support but don't have simulator support, When I am trying to run on simulator it causes error, My question is that will apple accept the binary which support both simulator and device support or only device support is enough for upload my binary to store.
Some Architeuture does not support the Simulator, for e.g if we use Epson printer , The printer SDK does not run in Simulator but perfectly its run in device why we go for some hardware functions, take core location its does not run in simulator for dynamic Fetch. so it does not a problem apple will approve your app if it does not cause any errors.
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Does anyone know if testing webauthn in the iOS simulator (xcode 12) with ios 14.4 is possible? I tried it with https://webauthn.io and using an iPhone 8 with fingerprint enabled and iPhone 11 with faceid enabled but in both cases it does not seem work.
How to launch iOS simulator with Safari developer tools
1.Install XCode. If you are developing on Mac, chances are you already installed XCode. You can either use the Apple App Store (easiest way) to install XCode or get the DMG/XIP file to install it if you do not use the App Store.
2.Start iPhone/iOS Simulator.app to launch the Simulator. If you have not created a simulator yet, you need to do this in XCode. You can have multiple simulators as you might want to test on different devices. I recommend creating a shortcut so you do not need to open XCode every time you want to launch a simulator.
3.Open the Safari browser in the Simulator. As mentioned above, other browsers like Chrome are not supported.
4.Open the Safari browser on your Mac device to connect it with the Safari browser in the simulator. Now you should be able to use the Safari developer tools like in any other web page: see the DOM, set breakpoints for debugging, perform network analysis and much more.
When I start the XCode device simulator for any given device type (using iOS 12.1), I see many of the default Apps shipped with the iOS. However, I am missing the Home.app for controlling the Apple Home Kit services.
Searching through the web I find plenty of tutorials how to set up Apple Home Kit or how to install individual apps, but I did not find any hint how to get the original Apple Home.app running inside the device simulator.
Can anybody help me out?
You can't, Home App relies on Bluetooth, BLE and other technologies that are not emulated in the iOS emulator.
Xcode simulator does not support Bluetooth, its means we need to use physical ios device for run and test BLE app.
I am new to iOS app development. I have to test an app using BTLE on iOS 8.1 simulator. I am not able to find how to switch on the bluetooth in the simulator. Could any one please help how to test a BTLE based app on the simualtor. Also it be of great help if anyone can answer if paying $99 is mandatory to deploy my app on my iPHone/iPad usinng my MacBook Air?
Systems Details are:
OS X 10.9.4
Xcode 6.1
iOS 8.1 Simulator
iOS SDK 8.1
Bluetooth Low Energy is not supported in the simulator. You need to test on a real device.
To install an application onto a device you will need a paid membership of the Apple developer programme
Although BLE is not supported in the iOS Simulator, Core Bluetooth is supported on newer Macs in OS X apps. So if you put all the iOS app's Bluetooth code in a a controller or model object separate from the UIKit UI code, you can also use that same BLE code inside an OS X app to test it out.
I thought iOS app run in simulator is restricted to the simulator itself. But there is this project called iOS-Artwork-Extractor that actually accesses Mac hard drive locations outside the simulator environment. For example, it will read all apps in your itunes, etc. I am sure it uses non-public APIs.
Does that mean theoretically an iOS App running in Xcode simulator can install "unwanted" code on the Mac?
I believe that this is correct. The simulator does not enforce the sandbox the way an iOS device does, so an app running in the simulator can do anything it wants to the Mac file system.
Since you have the source code for any app you run on the simulator, you should review the code before you run it.
Only developers running Xcode can run apps in the simulator. What are you worried about, trojan horse apps for the simulator targeted at other developers?
I have built an app in Adobe Flex (4.5) and it works well on Android, but i need to test it on an iDevice. I have an iPhone 3GS available, and I have made a provisioning profile with it and certified it through the proper Apple channels, but trying to install the app to the phone through iTunes results in an error (the same one you get when trying to install non-market apps), and I can't find a way to import it into xCode.
NOTE: I developed the app on a PC in Flex, but have a MacBook Pro available for testing.
Is there any way to test my app or am I out of luck?
You need a developer version of your iPhone for it to work. Take a peek at the Adobe documentation. Look at Page 4 for "Obtaining and working with iPhone developer file".