I'm using Firebase 3.7.x to store my database. Firebase 3.7.x is support iOS 7.0 or higher but my project supports from iOS 6.0. So I want to detect iOS version in device to call #import Firebase. Something like that:
if IOS_7_OR_HIGHER
#import Firebase
else
//do nothing
if IOS_7_OR_HIGHER
- (void)dosomething{}
else
- (void)donothing {}
I know about if #available in swift. Is there any code like if #available in Objective C? Or is there any way to import Firebase for iOS 7 or higher and disable disable for iOS6?
Thanks.
You can get device system version by using
-(NSString*)getDeviceVersion{
return [[UIDevice currentDevice] systemVersion];
}
it will return you device version as string e.g. #"4.0" .
Hope it help you.
Try below code:
NSArray *osVersion = [[UIDevice currentDevice].systemVersion componentsSeparatedByString:#"."];
if ([[osVersion objectAtIndex:0] intValue] >= 7) {
// iOS-7 or greater
} else if ([[osVersion objectAtIndex:0] intValue] == 6) {
// iOS-6 code
} else if ([[osVersion objectAtIndex:0] intValue] > 2) {
// iOS-3,4,5 code
} else {
// iOS-1,2... code
}
To answer your question you can do it like this:
#ifdef __IPHONE_6_0
//Do something patchy!
#else
#import Firebase
#endif
Humble suggestion: You can consider upgrading your app.
A recent iOS version stats counter from Apple showing that there are only 5% devices which are still having iOS 8, 7 or <= 6. Means, you should drop out support for all those versions or you should start supporting iOS9 onwards.
By doing this you will get all the latest iOS features and you will never have to make this kind of patch in future.
Source: https://developer.apple.com/support/app-store/
I need to use iOS7 specific code in certain places, usually this has not caused much problem until now. I tried some different approaches for the first if statement, the one below seams to be the recommended way. None works. The error i get is this:
dyld: Symbol not found: _UITransitionContextToViewControllerKey
Referenced from: /Users/pese/Library/Application Support/iPhone Simulator/6.1/Applications/0A4B5156-84D8-41DE-C9D1-2E4C9DB38983/aaaa.app/aaaa
Expected in: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator6.1.sdk/System/Library/Frameworks/UIKit.framework/UIKit
in /Users/pese/Library/Application Support/iPhone Simulator/6.1/Applications/0A4B5156-84D8-41DE-C9D1-2E4C9DB38983/aaaa.app/aaaa
Program ended with exit code: 0
And my code:
if ( &UITransitionContextToViewControllerKey != nil )
{
id<UIViewControllerTransitionCoordinator> tc = self.topViewController.transitionCoordinator;
[tc animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
CGRect newRect = _inRect;
if ([context viewControllerForKey:UITransitionContextToViewControllerKey] == [self.viewControllers objectAtIndex:0])
{
newRect = _outRect;
}
_backButton.frame = newRect;
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
BOOL enableSwipeToGoBack = YES;
if ([context viewControllerForKey:UITransitionContextToViewControllerKey] == [self.viewControllers objectAtIndex:0] && ![context isCancelled])
{
enableSwipeToGoBack = NO;
}
self.interactivePopGestureRecognizer.enabled = enableSwipeToGoBack;
}];
}
If i just put NO in the if statement it works but i guess that the compiler removes the code during compilation. If i replace the two UITransitionContextToViewControllerKey with nil it also works. Also the symbol causing the error is defined in UIKit/UIViewControllerTransitioning.h and look like this:
UIKIT_EXTERN NSString *const UITransitionContextToViewControllerKey NS_AVAILABLE_IOS(7_0);
Any help would be greatly appreciated.
SOLUTION:
Make UIKit framework optional and change if test to:
NSString * const *exists = &UITransitionContextToViewControllerKey;
if ( exists != NULL )
....
As others have mentioned, testing the features is typically better, but you can use a compiler directive to conditionally compile based on the OS version.
#ifdef __IPHONE_OS_VERSION_MIN_REQUIRED
// target is iOS
#if __IPHONE_OS_VERSION_MIN_REQUIRED < 70000
// target is lower than iOS 7.0
NSLog(#"This message should only appear if iOS version is 6.x or lower");
#else
// target is at least iOS 7.0
#endif
#endif
I have a Constants.h file in my app, where I #define app-wide things for easy access later. I'm having a hard time, though, #defineing based on iOS version. Here's what I've tried:
#ifdef __IPHONE_7_0
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
#else
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
#endif
Just because it says iOS 7 in there doesn't mean this is under NDA, O closers!
Which works fine - for iOS 7. When I run my app on iOS 6, however, the #define is still the iOS 7 one - it seems as though the #ifdef is never taken into account.
What can I do to fix this?
Instead of using compile-time checks, you need runtime checks. This means you can't use #define. I suggest using a static variable that is initialized at runtime based on the version of iOS. Below is an example if you only need the value in a single file.
Some .m file:
static UIImage *kHamburgerImage = nil;
+ (void)initialize {
// This assumes you only support iOS 6 and later - adjust as needed
if ([[UIDevice currentDevice].systemVersion hasPrefix:#"6"]) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
}
}
Edit: Since these need to be globals, you should do this:
Constants.h:
extern UIImage *kHamburgerImage;
#interface Constants
#end
Constants.m:
UIImage *kHamburgerImage = nil;
#implementation Constants
+ (void)initialize {
// This assumes you only support iOS 6 and later - adjust as needed
if ([[UIDevice currentDevice].systemVersion hasPrefix:#"6"]) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
}
}
#end
But this suffers from a problem. Unless you take specific steps, accessing these globals could result in nil pointers. They only get initialized if the class is actually referenced. I suggest that as the first line of your application:didFinishLaunchingWithOptions: you do:
[Constants class];
This ensures the initializer is called and the constants are setup before you use them anywhere else in your code.
You can at least shorten your code by defining the iOS check as a macro.
#define IS_IOS7 [[UIDevice currentDevice].systemVersion hasPrefix:#"7"]
And then your new code is way more readable,
if (IS_IOS7) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
}
You should use #ifndef instead of #ifdef. Here is the code . I hope it will help you.
#ifndef __IPHONE_7_0
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
#else
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
#endif
As the question states, I would mainly like to know whether or not my code is running in the simulator, but would also be interested in knowing the specific iphone version that is running or being simulated.
EDIT: I added the word 'programmatically' to the question name. The point of my question is to be able to dynamically include / exclude code depending on which version / simulator is running, so I'd really be looking for something like a pre-processor directive that can provide me this info.
Already asked, but with a very different title.
What #defines are set up by Xcode when compiling for iPhone
I'll repeat my answer from there:
It's in the SDK docs under "Compiling source code conditionally"
The relevant definition is TARGET_OS_SIMULATOR, which is defined in /usr/include/TargetConditionals.h within the iOS framework. On earlier versions of the toolchain, you had to write:
#include "TargetConditionals.h"
but this is no longer necessary on the current (Xcode 6/iOS8) toolchain.
So, for example, if you want to check that you are running on device, you should do
#if TARGET_OS_SIMULATOR
// Simulator-specific code
#else
// Device-specific code
#endif
depending on which is appropriate for your use-case.
Updated code:
This is purported to work officially.
#if TARGET_IPHONE_SIMULATOR
NSString *hello = #"Hello, iPhone simulator!";
#elif TARGET_OS_IPHONE
NSString *hello = #"Hello, device!";
#else
NSString *hello = #"Hello, unknown target!";
#endif
Original post (since deprecated)
This code will tell you if you are running in a simulator.
#ifdef __i386__
NSLog(#"Running in the simulator");
#else
NSLog(#"Running on a device");
#endif
Not pre-processor directive, but this was what I was looking for when i came to this question;
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
There is a better way now in Swift.
As of Xcode 9.3 and newer, you can use #if targetEnvironment(simulator) to check.
#if targetEnvironment(simulator)
//Your simulator code
#endif
The best way to do this is:
#if TARGET_IPHONE_SIMULATOR
and not
#ifdef TARGET_IPHONE_SIMULATOR
since its always defined: 0 or 1
In case of Swift we can implement following
We can create struct which allows you to create a structured data
struct Platform {
static var isSimulator: Bool {
#if targetEnvironment(simulator)
// We're on the simulator
return true
#else
// We're on a device
return false
#endif
}
}
Then If we wanted to Detect if app is being built for device or simulator in Swift then .
if Platform.isSimulator {
// Do one thing
} else {
// Do the other
}
Works for Swift 4.1 and newer and Xcode 9.3 and newer
Use this code:
#if targetEnvironment(simulator)
// Simulator
#else
// Device
#endif
All those answer are good, but it somehow confuses newbie like me as it does not clarify compile check and runtime check. Preprocessor are before compile time, but we should make it clearer
This blog article shows How to detect the iPhone simulator? clearly
Runtime
First of all, let’s shortly discuss. UIDevice provides you already information about the device
[[UIDevice currentDevice] model]
will return you “iPhone Simulator” or “iPhone” according to where the app is running.
Compile time
However what you want is to use compile time defines. Why? Because you compile your app strictly to be run either inside the Simulator or on the device. Apple makes a define called TARGET_IPHONE_SIMULATOR. So let’s look at the code :
#if TARGET_IPHONE_SIMULATOR
NSLog(#"Running in Simulator - no app store or giro");
#endif
For Swift 4.2 / Xcode 10
I created an extension on UIDevice, so I can easily ask for if the simulator is running.
// UIDevice+CheckSimulator.swift
import UIKit
extension UIDevice {
/// Checks if the current device that runs the app is xCode's simulator
static func isSimulator() -> Bool {
#if targetEnvironment(simulator)
return true
#else
return false
#endif
}
}
In my AppDelegate for example I use this method to decide wether registering for remote notification is necessary, which is not possible for the simulator.
// CHECK FOR REAL DEVICE / OR SIMULATOR
if UIDevice.isSimulator() == false {
// REGISTER FOR SILENT REMOTE NOTIFICATION
application.registerForRemoteNotifications()
}
The previous answers are a little dated. I found that all you need to do is query the TARGET_IPHONE_SIMULATOR macro (no need to include any other header files [assuming you are coding for iOS]).
I attempted TARGET_OS_IPHONE but it returned the same value (1) when running on an actual device and simulator, that's why I recommend using TARGET_IPHONE_SIMULATOR instead.
In swift :
#if (arch(i386) || arch(x86_64))
...
#endif
From Detect if app is being built for device or simulator in Swift
Has anyone considered the answer provided here?
I suppose the objective-c equivalent would be
+ (BOOL)isSimulator {
NSOperatingSystemVersion ios9 = {9, 0, 0};
NSProcessInfo *processInfo = [NSProcessInfo processInfo];
if ([processInfo isOperatingSystemAtLeastVersion:ios9]) {
NSDictionary<NSString *, NSString *> *environment = [processInfo environment];
NSString *simulator = [environment objectForKey:#"SIMULATOR_DEVICE_NAME"];
return simulator != nil;
} else {
UIDevice *currentDevice = [UIDevice currentDevice];
return ([currentDevice.model rangeOfString:#"Simulator"].location != NSNotFound);
}
}
I had the same problem, both TARGET_IPHONE_SIMULATOR and TARGET_OS_IPHONE are always defined, and are set to 1. Pete's solution works, of course, but if you ever happen to build on something other than intel (unlikely, but who knows), here's something that's safe as long as the iphone hardware doesn't change (so your code will always work for the iphones currently out there):
#if defined __arm__ || defined __thumb__
#undef TARGET_IPHONE_SIMULATOR
#define TARGET_OS_IPHONE
#else
#define TARGET_IPHONE_SIMULATOR 1
#undef TARGET_OS_IPHONE
#endif
Put that somewhere convenient, and then pretend that the TARGET_* constants were defined correctly.
To include all types of "simulators"
NSString *model = [[UIDevice currentDevice] model];
if([model rangeOfString:#"Simulator" options:NSCaseInsensitiveSearch].location !=NSNotFound)
{
// we are running in a simulator
}
With Swift 4.2 (Xcode 10), we can do this
#if targetEnvironment(simulator)
//simulator code
#else
#warning("Not compiling for simulator")
#endif
My answer is based on #Daniel Magnusson answer and comments of #Nuthatch and #n.Drake. and I write it to save some time for swift users working on iOS9 and onwards.
This is what worked for me:
if UIDevice.currentDevice().name.hasSuffix("Simulator"){
//Code executing on Simulator
} else{
//Code executing on Device
}
/// Returns true if its simulator and not a device
public static var isSimulator: Bool {
#if (arch(i386) || arch(x86_64)) && os(iOS)
return true
#else
return false
#endif
}
Apple has added support for checking the app is targeted for the simulator with the following:
#if targetEnvironment(simulator)
let DEVICE_IS_SIMULATOR = true
#else
let DEVICE_IS_SIMULATOR = false
#endif
if nothing worked, try this
public struct Platform {
public static var isSimulator: Bool {
return TARGET_OS_SIMULATOR != 0 // Use this line in Xcode 7 or newer
}
}
This worked for me best
NSString *name = [[UIDevice currentDevice] name];
if ([name isEqualToString:#"iPhone Simulator"]) {
}
In my opinion, the answer (presented above and repeated below):
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
is the best answer because it is obviously executed at RUNTIME versus being a COMPILE DIRECTIVE.
I'm doing a short project just to experiment writing without the use of nib files (personal interest only, don't plan on never using nibs!).
I have my app controller set up as NSApp's delegate. Under -(void)applicationDidFinishLaunching:(NSNotification *)aNotification, I attempt to initialize the interface.
AppController.h:
#import <Cocoa/Cocoa.h>
#import <QTKit/QTKit.h>
#interface AppController : NSObject {
NSWindow* mainWindow;
QTMovieView* movieView;
QTCaptureSession* mainSession;
QTCaptureMovieFileOutput* output;
QTCaptureDeviceInput* video;
QTCaptureDeviceInput* audio;
}
+ (void)initialize;
- (id)init;
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification;
#end
Method in AppController.m
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
//Proceed to initialize the entire interface:
mainWindow = [[NSWindow alloc] initWithContentRect:NSMakeRect(500, 300, 700, 500)
styleMask:(NSTitledWindowMask|NSClosableWindowMask|
NSMiniaturizableWindowMask|NSResizableWindowMask)
backing:NSBackingStoreBuffered
defer:NO];
[mainWindow setTitle:#"Record a movie!"];
/*movieView = [[QTMovieView alloc] initWithFrame:NSMakeRect([[mainWindow contentView] bounds].origin.x + 5,
[[mainWindow contentView] bounds].origin.y + 30,
[[mainWindow contentView] bounds].size.width - 10,
[[mainWindow contentView] bounds].size.height - 35)];*/
[[mainWindow contentView] addSubview:movieView];
[mainWindow makeKeyAndOrderFront:NSApp];
}
The part commented out is the origin of the 1 error that doesn't appear in the text editor, only in the "build" panel:
<pre> ".objc_class_name_QTMovieView", referenced from:
literal-pointer#_OBJC#_cls_refs#QTMovieView in AppController.o
symbol(s) not found
collect2: Id returned 1 exit status
There seems to be a problem with alloc/init'ing an instance here. I can declare a new one just fine, i.e. QTMovieView *test; and nothing complains. I've also found that it does the same thing with all the other QT classes when I try to alloc/init them. However, I was able to alloc/init NSWindow just fine. The framework is in my project and as you can see in my .h file, I included QTKit.
Anyone know what's going on?
The error you're getting is a linker error -- the linker (ld) can't find the framework object code for the QTMovieView class. Therefore, you haven't included the QTKit framework in your project. If you think you have, then something about it isn't set up properly.