I'm trying to load a MKMapView (initiated in the storyboard) and all it shows is a bunch of grid lines (boxes?).
I also noticed that my iOS simulator does not have internet access even though the computer has internet access.
Can someone point me towards what could be wrong?
Try quitting the simulator & starting it again. I know it sounds silly but my simulator has been losing its connection quite a bit since upgrading to Xcode 6.
Related
I just create project and in my first viewController added MKMapView but what I'm seeing! Map is totally stuck means not able to scroll/zoom in-out and etc.
Is it Bug or doing any mistake to add Map in Xcode 9? Is there any additional setup required for latest system?
I did not write any code so here not adding my code.
MKMapView is very sluggish in XCode 9... this is a known problem on Apple's side. If you want to see faster performance, use your mobile device rather than the simulator for testing. Be advised that XCode 9 doesn't work with iOS 11.1.2 at this point. Found that out the hard way.
At this point, my app doesn't require scrolling, but I am having to press and hold for about 5 - 7 seconds to get my pin to appear.
Fun times.
Today, while working on an app, I went to run the simulator and instead of seeing the normal progression, I see only a blank grey screen. I never see the usual apple loading screen, the home screen, or my app launch. However, I know that the app is launching because print statements in my ViewDidLoad all print. Additionally, if I click in the area where buttons are, they run their functions.
I know that the problem is not a bug in the app, because I went back and ran old apps I have developed in the past and they also show only the grey screen.
I tried resetting content and settings on the simulator, but that did not help. I also played around with the scale of the simulator, but that didn't help either. I tried on the iPhone 5, 6, 6 plus, and others and they all have the same issue.
Anyone have any ideas?
If you have an external monitor, try unplugging it, restarting the simulator, and plugging the monitor back in. Worked for me.
Not sure what happened, but restarting my computer seems to have solved the issue.
When I run the iPhone simulator, sometimes it doesn't move past the opening screen, and sometimes it does.
What I am calling the opening screen is the screen which has the app tittle on it.
I have tried closing and re-opening it. But it doesn't seem to solve the problem, as it still comes back.
I am using the new Xcode beta but this problem also happens to me often in Xcode 6.
The simulator in my opinion is a little buggy to me. This seems to happen to me a lot the first time I run the simulator. After that it seems a little more stable.
This happens to me too sometimes. Simply stop and directly press the "Run" button again.
You can also try to change the Device or uninstall your app on the selected device.
Also try to close the Simulator and open it again and try to run your app after that
My answer is you cannot make sure about that, since it is just a simulator.
This happen to me to when i use xcode6 sometimes, but when i use xcode 5.1.1 it is working perfectly.
I think xcode6 do not stop the current running app before running the other instead it just override the current "same" running app. here is my theory as i observe it.
Assuming simulator is running.
in XCode 5.1.1:
Stops the currently running app > Compile > Run
but in XCode 6:
Compile > Override the same running app
But you dont want to worry about that so much, as long as it doesn't appear in actual device it is all good.
I am trying to see the fps of several UITableView in my iOS application.
Though following Apple's documentation, the core animation template keeps showing null. Other instruments seems working as expected. Is there any configuration I missed?
Thanks in advance.
ps. The environment is xCode 6.2 running iPhone 6 Simulator on iOS8.2
See here: https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/InstrumentsUserGuide/Instrument-CoreAnimation.html
Core Animation template
Library pane (only appears when an iOS device is connected)
I feel like this is Apple's way of saying this instrument only works on device. I tested it myself and it has only worked on device so far for me.
If you look here:
https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/InstrumentsUserGuide/Instrument-TimeProfiler.html
the time profiler, which does work on the simulator, does not have the same line about only appearing in the library pane when an iOS device is connected. So I think it is safe to say that Core Animation (and a few others like the Energy Usage Instrument) only will work with a device.
I'm writing a game using sprite kit, first time so mistakes are inevitable :)
So running it in the simulator when certain events happen it's quite laggy (fps drops to 11 or less).
So I decided to see what happens on a real iPhone 5S.
Things run a little better: still lags at those events but not as badly.
However quite a few of my labels are missing: they appear fine in the Simulator but are completely missing in the physical device (just empty space where they should be).
Running ios8 in the simulator (5S) and on the 5S, code written in Swift.
Any hints at what I should look at?
Well, first you should try to isolate the problem. Try and see if the labels are indeed hidden or if they are behind a view. Download a hierarchy viewer such as Reveal App and try and find the UILabels. If they exist in both, the hierarchy viewer and the Simulator but not the physical iOS device, try and upload it to a different device. If it happens on the other device too, something is wrong with your code. We cant help unless we have something to work with. I recommend looking at https://stackoverflow.com/help/mcve to help with writing good questions.