Xcode 6 app won't stop launching in zoom mode - ios

I have an app that was created in a previous version of Xcode. It used to not be universal so it launched in 1x/2x mode on an iPad.
Now we want it to run with universal storyboards and size classes. We have converted the storyboards to size classes and changed the project setting to "Universal". We have set up the constraints and it runs fine on iPhone 6 and 5 flavors. But when we launch on an iPad is launches in 2x Mode automatically.
I can not figure out what is going on.
Can not find anything here or on the googles that speaks to this issue. Everyone seems to have success with the steps I enumerated. One post I found here talks about using a launch file, but I changed our launch file to our main storyboard and it still launches in 2x mode.
Appreciate the help. Let me know if there is any screen shots or more info that would help make things clearer.
EDIT
Adding screen shots for the first comment below.
Edit #2
I wonder if it has something to do with the xibs in the storyboard not updating in the newer Xcode. This project was started long ago and the days before storyboards. All I know is that with the latest update of the beta Xcode it just magically works. So strange.

Problems solved when the latest Xcode Beta came out. Possibly something weird with the xibs since this is an old/converted project that stated before storyboards.

Related

Big problem with iOS app in Xcode for Launch Screen Update

As title I have a big problem with my iOS app.
I'm working on an update of launch screen of my app and have make several layouts modification.
After modification I have launch the app on simulator and on the physical device but it's possible to se the new launch screen, it appare the old launch screen and not how it appare on the storyboard now.
I have try a lot of possible solution find in the apple developer forum and on Stack but nothings of these work for me.
Help me I'm in Hell....

Launch Images not displaying after updating to Xcode 8.2.1

I downloaded Xcode 8.2.1 as I had updated my iphone to the latest version. I ran xcode and updated the current app I'm working on to the project recommended settings upon first opening of my project (This pops up after new version of xcode). After this I tried to run the project on my device (iPhone 6) and it simply loads an enlarged app icon instead of the iphone 6 size launch screen which I have in the Images.xcassets folder. Annoyingly I tested the app on the simulator (iphone 6, 10.2) and it works completely as it had been doing prior to xcode 8.2.1.
I'm at a complete loss as to what could be the problem: ive tried everything from restarting xcode, cleaning project, deleting and re-adding launch images, and made sure the launch screen entry was empty as I don't use them (removed the option from the plist as well).
Everytime I run the app on my own device, it crashes and is looking for a completely different storyboard (I use multiple storyboards for different screen sizes, which is a lot of work but works for me) and thus its telling me that there isn't a launch screen for the iPhone 6 screen size it has detected. But obviously there is as it works on the simulator.
Anybody have any reasons as to why this might be? I'm thinking it could be a bug on behalf of xcode 8.2.1, a lot of other users seem to be having odd problems as well with this version. For further clarity, I opened up another project but didnt update it to the recommended project settings that xcode displayed again, I ran the app on my device and hey presto! It worked with no issues.
Is there any way of reversing the update to the recommended project settings?
Here also Same Issue, i upgraded to 8.3:
Ans: remove "Launch Screen Interface file base name" from plist. it will work.
Solved: The solution was simple and I wasted 5 hours on it. All I had to do was (1) remove the launch images from the xcassets folder, (2) rename launch images without .png extension and (3) I simply added them back into the Images.xcassets folder and ran the app again, this time it worked and showed the launch image correctly.
This might save someone hours of agony as I didn't think Xcode would be funny with a file extension such as .png

iOS simulator change devices not working

So I'm working through the BNR iOS objective c book, and I want to run a project on the iPad simulator. according to the book, I change the deployment device in the general settings for the project target as "universal," which I did.
However when I run and switch to any iPad on the simulator I get drawn back to the main method of my project. The iPad does appear after a delay, but without the app I built. I've set all the views in my xibs to "inferred" but I still can't run my project on iPad.
Any help would be appreciated, thanks.
This is probably because the app is crashing. it's possible if you created the app without setting it to universal it is missing a storyboard for iPad which would cause a crash and take you to that area. You should look at the console logs and see what is happening. There should be good information in there as to what is missing or why it's crashing right away.

WatchKit Simulator Won't Load App

Originally, I thought this was an issue of the code I was writing, but I've just downloaded four or five WatchKit projects even one from Apple. All of them, fail to load.
I've uninstalled Xcode, reinstalled it and still nothing. Any one else experiencing the same issue? Workarounds? Solutions?
You can see in the screenshot above what the loading screen looks like.
I am already bloody sick of official Xcode 6.2 & WatchKit Simulator. It is so super flaky. Here's another fun fact, if there is some constraint in your storyboard that the watchKit doesn't like then it will also keep looping in an infinite loop without letting anyone know why its doing that. What you need to do is
Drag and drop & add another WKInterfaceController to your storyboard
Make that one your main by dragging the arrow on it
Delete the old watchKit app controller
Now start adding elements one by one and keep testing till it doesn't work any more on the simulator (infinite spin of death)
Try clean and build and even after that it keep the spin ball of death then the last change you made to the storyboard is what it didn't like.
I had to spend hours debugging this crap.
UPDATE:
If the above steps don't work for you then try this
launch Xcode
compile and build & launch iPhone simulator
Now don't shutdown the simulator instead do Xcode --> Product --> Stop
This will keep the simulator running but swill top the iphone app running on it
Do Build --> Clean
Do build again
Now launch watchkit simulator
If you need to stop and start always do Xcode --> Product --> Stop
These steps have always worked for me while making watchkit apps
I experienced this a lot with Xcode 6.2 beta 1. I only got this a few times with beta 2 and 3. Here is what I would do to get it to work.
Reset the simulator via menu->IOS Simulator->Reset Content and Settingsā€¦
Quit the simulator
Clean the Xcode project
Restart Xcode
Build and run the iOS App (not the Watch App)
Stop the iOS App
Build and run the Watch App
This would generally fix the app just spinning for me. With beta 1 sometimes I would have to do this two or three times to get it up and running. Once I had it running, it would usually not do it again for a while. With beta 2 and 3 I only saw this a few times.
I always get this issue with Xcode 6.3. I've spent a lot of time on resetting caches in simulator, cleaning/rebuilding projects and so on.
But only one thing always helps me. I just add new blank interface controller on my storyboard and create sequence to it from my main controller.
And when I get this infinite loading of my app, I just swipe to my blank controller and than back to my main controller. After that everything works fine.
In my case nothing here proposed helped. I had to select the module name in addition to the Custom Class name:
This was as a result after renaming the watch kit app. Maybe this is helpful for someone else, since the "spinning wheel of death" itself doesn't give much insight :-/ .

Why does simply looking at my Storyboard in XCode 5 ruin my app?

I have an app built in XCode 4 against iOS6. If I open that workspace in XCode 5, clean and build my project, and run it in the simulator, it works (looks a bit different and needs some work, but it works). If I the simply navigate to my Storyboard and do absolutely nothing else, running the app in the simulator again results in my Photo Slideshow showing up black rather than showing pictures properly. A diff reveals it made some changes to the story board file when I looked at it. Rolling back the changes pertaining to my slideshow only is not effective. Rolling back all the changes works until I look at the Storyboard again.
It's obviously capable of working properly - why does it have to ruin everything just because I look at the Storyboard? Now I have to rebuild this part of the app, which is painful because I didn't build this part of the app to start with. This is not great for maintainability.
OK I have been messing with this all day.
In a nut shell keep or install Xcode 4.6 to deploy iOS 6.1 and before apps.
So for Xcode 5 messing stuff up, yes it's not working as expected.
I would expect to set the target
And have it look like an ios 6.1 app but it does not it looks ok in the viewer but both on the simulator and a iPad it looks bad. I have already filed a bug report.
ALSO if you have Autolayout checked in your 4.6 project and then try to look at it in Xcode 5.0 be prepared to kill Xcode as it tries to move everything around. In my case many table views got stuck in an endless loop and finally got a warning that tables can not exceed 10,000 :)

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