Yesterday I tested my apps login features on my physical iPad mini as well as all Xcode simulator devices. Bizarrely when I go to retest today, theUITextField doesn't popup at all for the iPad Air simulator, the iPad 2 simulator, the iPad retina simulator, the iPhone 5 simulator, or the iPhone 4s simulator. But the keyboard shows up on my physical iPad mini, the iPhone 5 simulator, the iPhone 6 simulator and the iPhone 6 + simulator.
Keep in mind I just tested all these devices not even 24 hours ago with the keyboard working fine. I even restarted my laptop but still the Keyboard doesn't popup even though its been explicitly set as the first responder since I started building this app.
Whats going on?
Additional info: my deployment target is 7.1 but I noticed above the simulator reads 8.2. Either way whats going on here? Should I just keep building and hope this is a glitch on my laptop? (I really need a new one anyway due to abrupt crashes) but i can't help but notice that even though I back up my app, there are weird spontaneous changes sometimes at runtime.
Does anyone know the cause of this? (specifically the keyboard incident) Also the most recent changes I made to the app was the answer to this question Detect iPhone5, 5s, 6, and 6 plus
you can connect keyboard by iosSimulator Hardware menu -> Keyboard -> Connect Hardware Keyboard.
CMD + SHIFT + K will open the keyboard
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I use Xcode 7.2. I click Build to run the iPhone 6 PLUS simulator in Xcode it tells me "running app on iPhone 6 Plus". The simulator icon appears and it either just jumps up and down and never stops. Or it stops jumping I open it it's a black simulator screen with a white apple symbol. Then I wait 5-10 minutes and it never loads the app. Sometimes it loads up to home screen in simulator but then again never loads the app.
What could be the reasons for this iPhone simulator not working?
Do you have the simulator open from a beta version? That will stop the simulator from working in a non-beta version (or vice-versa).
I'd also open up Console.app and see if there is anything in the logs with a reason why it might not be running.
I have a game where the settings are landscape only. When I run it on an iPhone simulator in Xcode, it runs in landscape mode like it should. When I run it on an iPad simulator, the iPad doesn't go to landscape mode when it opens the app.
Why is this and how can I fix it? I have looked for an answer but was unable to find one.
In addition to the landscape problem the frames per second on the iPad is extremely low, at about 18 whereas the iPhone 6 is about 30 and the 4s is 55, is there anyway to get the frame rate of the bigger devices up? I am running Xcode 6.4
I'm using Auto Layout/Constraints with Interface Builder in Xcode 6.1, so that my App renders correctly on all iOS devices. It works great across the iPhone 4s/5/5s/6 simulators and a real 5s, but part of the view is cut off when I run it on the iPhone 6 Plus Simulator.
To debug this, I downloaded the AlternateViews example code from Apple, and saw the exact same behavior. Then I tried to write a really simple test App, and saw the same thing again. I noticed that the iPad Air Simulator also cut off part of the view, and when I tested on a real iPad Air, the simulated/real displays did not match. I feel like there is something wrong in my dev setup (not a bug in the iOS Simulator), but I've double-checked everything and even reinstalled Xcode. Please let me know if you've seen this before, or have a recommendation on what to try next. Thanks!
AlternateViews Example on iPhone 6 Simulator:
AlternateViews Example on iPhone 6 Plus Simulator:
My SimpleTestApp on iPhone 6 Simulator:
My SimpleTestApp on iPhone 6 Plus Simulator:
My SimpleTestApp on iPad Air Simulator:
My SimpleTestApp on Real iPad Air:
I've seen this offsetting on rotation issue, starting in June 2014 when iOS 8 first went public, and I submitted to Apple a test project that showed how to reproduce it. In most cases it is possible to work around and prevent it, but my test project continued to demonstrate the issue.
A few weeks ago, however, Apple replied to my bug report, asking me to test in iOS 8.2 (available in beta as part of the Xcode 6.2 beta). The issue could no longer be reproduced!
Therefore I would suggest that what you're encountering is, at least in part, a genuine iOS bug, and that iOS 8.2 will prove to have fixed it.
If I select normal iPhone simulator in Xcode 5 or Xcode 5.1.1, I am able view simulator same as an iPhone.
But, if I try the same thing with a 4-inch iPhone simulator, retina or non retina, (iOS 6.0, 7.0, 7.1), I'm not able to view simulator like iPhone. It's just showing only the screen, but not the skin or body?
I have tried to select iPhone 4-inch simulator and window scale 100% but it is just showing very big simulator.
If I do same thing for the normal iPhone simulator, it works fine and simulator shows like iPhone, but not for 4-inch simulator. How to get that?
I guess it would depend on your screen size, because I have the same "problem". However, it shouldn't be an issue.
If you need the home button functionality, you can just press Shift-Command-H
If you need to lock, it's just Command-L
That should be all you need in terms of what the skin can do...otherwise I don't really see the point in needing the skin.
The skin makes sense to have for making app preview videos. Now that we can add preview videos to the app store, we can't use the simulator to make a real looking phone simulation
While the iOS Simulator doesn't let you display the device skin/chrome, there are third-party tools that can. For example, I use an app called Reflector that basically makes your Mac look like an Apple TV on the network. You AirPlay the app as it runs on your device (not the simulator) to the Reflector app on your Mac. It, in turn, displays the screen and the skin/chrome around it.
(Looking for the URL, I just noticed that it now lets you display on Windows and allows you to "cast" Android apps as well.)
What would be the equivalent version of the iPhone simulator for iPod Touch 4G in xcode?
I am trying to simulate an app that I have on the app-store for close to a year now. Recently, a new user complained that the app crashed on its iPod Touch 4G with IOS 6.0.1. I decided to start the debug with the simulator. But I am not sure which version of iPhone simulator I should use for the iPod 4G. Is it iPhone 5?
BTW, it is a pretty simple app which does not use any hardware features that are not available on iPod Touch 2G. We tested the app on iPod Touch 2G at the time of release as a minimum hardware required. It does use NSTimers and the users complain seems to revolve around it.
I appreciate any help.
Thank you.
Best regards,
The equivalent for iPod Touch 4G would be and iPhone Simulator with 3.5 inch screen size and retina display.
When you launch the simulator, in the menu bar select: Hardware -> Device -> iPhone (Retina 3.5 inch)
The version of the iOS may vary and you can change it from the Hardware -> Version menu. To instal simulators with previous iOS versions go to Xcode -> Preferences -> Downloads
As you said, your application is in app store for almost a year. It should work fine in higher iOS version such as 6.0 and above. But I faced same problem for some UI . Which works fine in 5.0 but fails in 6.0. May be some methods are deprecated.
Make sure you get the perfect logs. Try iPhone 6.0 simulator