How do I upload my app in Xcode to my iPhone for testing?
I have my iPhone 5 recognized by Xcode. When I press the Run button - it says Build succeeded and nothing happens after that? What do I do next?
How do I test my app on my phone using latest Xcode?
Do you see the "CordovaLib" beside the run button? You are running the lib, so it can't show anything in your phone. Click on "CordovaLib", and select the target that you want to build.
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I want to start by saying that I'm new to macOS and I'm sorry if this question is wrong formulated.
So, I have a mobile app wrote in Flutter. I open the Runner file from the terminal with: open ios/Runner.xcworkspace and XCode shows up. My problem is that where I should select the device where I want my application to be built, the only option is : Any iOS Device.
So, I thought that I do not have any simulators installed on this machine, but I do. This is what I have installed (Window->Devices and Simulators):
When I try to run my code with "Any iOS Device" selected this problem occurs:
I don't know what to do in order to run my app on one of these devices.
You just need to click on that Any iOS Device area:
And then just choose the device/simulator you want to test on:
In my case, in order to fix this, I had to go to my project setting -> build settings and change Supported Platforms values to iOS (it was macOS selected).
I have the iOS 9.3 beta installed on a testing device as I'm running a few 9.3-compiled apps, but I also have an old app that is compiled in Xcode 7.2. I can run the app on any iOS 9.2 device with ease, but if I try to run it on the one iOS 9.3 beta device, I get the "could not find Developer Disk Image" error.
Xcode 7.3 includes some updates to Swift, so I'd have to change a great deal of my files, and I just want to test to see if it's working fine. Is there any way to do this without having to change a lot of Swift code? It's on the App Store compiled for 9.2 and I can run it on my 9.3 device, so I don't understand why it's so difficult.
If you want to avoid the beta version of Xcode from potentially altering your original project, just make a copy of the project and then just open it up in the beta version. If you have an app running in Swift 2.1.1 (Xcode 7.2), the differences to Swift 2.2 (Xcode 7.3) are pretty modest. And if you do this with a copy, you can be confident that your original project won't be altered.
If you don't want to do that for some reason you can install apps from a production version of Xcode on a device running a beta version of iOS:
First, you want to make sure you have the profiles installed on your beta iOS device. The easiest way to do this is to run some "Hello World" app on your beta device from the beta Xcode. If prompted to add a team/profile onto your device, you should go ahead and do so, like usual.
Quit the beta Xcode and start the production Xcode and open the project for the app you want to install. Select "Generic iOS Device" where you choose the active scheme in jump bar and then build the app. You should then see the .app file (not in red) in the Products folder in the "Project Navigator" tree in the left panel.
Install the app on the device by opening the devices window (shift+command+2) and selecting the device in question. In the right panel (or top right panel if you're showing the console, too), you'll find a "Installed Apps" section. Just drag the .app file from the Products folder into this installed apps section.
Clearly, if you have other apps you want to install, you can just repeat steps 2 and 3 as appropriate.
There are a bunch of different ways to install an app on a device, but I find this is the easiest for one-off installs with a device sitting in front of me. You won't be able to debug if you do it this way, but you can at least fire it up, run it through its paces, watch the device console for any debugging messages you may be NSLog'ing, etc.
I recently purchased an Apple developer's license so I can make apps using Swift
However, whenever I build my app, it takes about five minutes to load, and opens up the iOS simulator which is extremely slow.
How can I build just the app itself?
Thanks.
I had the same problem, and the solution is quite simple.
Don't close the iOS simulator, leave it open.
Just stop the app from running, and it will close the app within the simulator itself.
CommandR to run the app, Command. to close.
You did a "Build & Run" with an iOS Simulator device selected as a run destination.
Select a real iOS device in the run destinations list and B&R to it instead (or just Build rather than B&R).
Just press cmd+B to build without running simula.
I recently upgraded my PhoneGap app from 2.4.0 to 3.4.0. To do this I had to create a new project using NodeJS, then copy all the www files and resources into the new project. I added a new ios platform. It compiles and runs in xcode 5.1. The simulator works too.
Now I want to submit this to the app store as an update to my previous version. The problem is the "Product > Archive" menu in xcode is disabled.
Has anybody who can give me some direction been through this process? Or direct me to where I can get some help?
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UPDATE: I found that I the target device must be set to iOS Device in order to archive a project. Now Archive is enabled. I run archive, but no archive is listed in the Organizer.
Still looking for help.
Make sure you connect your device first. You cannot archive your project without a device.
This turns out to be a simple oddity with Xcode. If you have a simulator selected you cannot archive. Choose iOS Device and then you can archive, with or without an actual physical device connected.
Is it possible to have Xcode automatically launch an app on my iOS device from Xcode 4.6 without attaching its debugger to the app? I'm working on an automated build system, so manually launching the app is not an option.
I've found Run Without Building under the Product -> Perform Action menu, but that still attaches the debugger. I can edit the scheme to make Xcode wait until the app is launched manually before attaching the debugger, but that's basically the opposite of what I want.
If you want to launch an app from Xcode without launching the debugger, I would uncheck the “Debug executable” option in the Xcode scheme:
If you want to launch an app manually, you can:
Select your device in the "scheme" dropdown;
Build the app (don't run);
Open the organizer and go to the "devices" tab;
Drag your app from the "Products" folder in the main Xcode project navigator to the device in the organizer window and it will be installed; and
You can then run the app manually from the device at that point.
This process can be useful when diagnosing startup performance and you want to run the app on the device completely separate from Xcode (and the debugger, if you have a debug build).
xcode 6.3.1
unselect the debug execute, then you could run without debugging.
Just Build and run and once it launches press stop and open the app manually. It will then be the app you built but not connected.