Custom keyboard doesn't load on device - ios

I'm doing a custom keyboard for iOS and am pretty much finished. However, I did the debugging on the simulator, but when I tried to run it on a device, the keyboard simply won't load. The device is running on iOS 8.
I don't think I'm using any non-Cocoa Touch classes that would run on the simulator but not on a device. Also, the debugger won't attach to the app, so I don't know what's happening for sure. The view where the keyboard should be does show, but no content appears or is there a background color change.
Any ideas?

It's quite common even in iOS 8 GM.
Try to remove the keyboard in Settings, restart your phone and add the keyboard again. That works for me most of the time.

Related

Disable iOS Simulator auto focus when running the app

I'm getting this warning on the console all the time:
console warning
I figure out that happens when I press any key on my keyboard and the focus is on the Simulator's device.
The problem is that when I run the app on Xcode the focus goes to the Simulator and every key that I type on my keyboard counts as an input to the Simulator's device because the focus is on it. Is there a way to prevent the auto focus on running the app on Xcode?
I found a similar question, but back them there was no answer telling if it's possible to do it on Xcode.

UISegmentedControl not responding to interaction on Simulator

I have an interesting issue that I am trying to get some clarity on.
I have a UISegmentedControl on a view that works perfectly fine when deploying to a physical device (Switches indexes, valueChanged fires, customization set etc) but it doesn't work at all when testing on the Simulator.
When I say it doesn't work, I mean it shows up in the UI but you can't interact with it. The segments don't switch, the assigned action doesn't fire and so forth.
I am using Xcode 12.2 running on iPhone 11 sim running iOS 14.2. I've deployed to physical iPhone 11 and all works fine.
So, question is, is there a known issue with this control on simulator, have I encountered an Xcode bug, or am I just missing something basic?
NOTE: I've tried creating this in Storyboard and hooking up via an #IBOutlet as well as creating the full control programatically in Swift. The control shows up on simulator but can't be interacted with in both instances.

How can I make sure that the iPhone simulator in Xcode will move past the the startup screen every time I use it?

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.

iOS simulator dropping managed objects on entering background

When my app is running on simulator and I press the home button it enters the background properly. But when I put the app back in the foreground, it has apparently dropped all the managed objects in memory, and the app crashes when I try to resume using it. There's no code in the any of the callbacks for the app changing state that would cause that, and the app has never displayed this behavior before.
What changed was going to xCode 6 / iOS 8 on the simulator, and I also applied "Reset content and settings" in response to this problem.
The app behaves problem-free on actual devices, both iOS 7 and iOS 8. Is this another bug with the new iOS simulator?
If you did "reset content and settings" with the app in the background, you probably blew away all its context. You should terminate the apps in the background before running that.

3rd party keyboards (Swyft, SwiftKey, etc) do not work in iOS 8 GM

I'm running the GM build for iOS 8 on my iPhone 5s
My friend who has the identical setup, and has them working, so I don't know what my problem is. I go through the same install process of these 3rd party keyboards, and I can install them and select them from the keyboard selection.
However, instead of the swift keyboard or the SwiftKey keyboard I see a large gray area where the keyboard should be. No letters, nothing...i have to delete the keyboard to be able to type again.
Anyone else experiencing this? I tried re-installing, rebooting phone, nothing seems to get them working...
I'm running the GM build for iOS 8...
Seems as though I missed a step. If you don't "add full access" by tapping on the keyboard in settings and toggling the switch, they keyboard shows as a gray box but with no keys!! You can't even close out of it without deleting the keyboard.
*EDIT nope, it's still broken. This option was only available for SwiftKey, and it only caused the keyboard to work for a brief moment, then it was back to grey box or not displaying a keyboard at all, as if I was connected to a hardware keyboard.
Still searching...

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