Launching app on iOS Simulator (waxsim no longer works) - ios

I've had a workflow for a while that ran automated tests by building an app for the simulator, then launching it using waxsim. On every new sdk release there were some small tweaks to keep it working. However, XCode 5.1 removed the iPhoneSimulatorRemoteClient framework, so waxsim no longer works.
I tried using the ios simulator from the command line directly, as in:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone\ Simulator.app/Contents/MacOS/iPhone\ Simulator -SimulateApplication /mydir/myapp.app/myapp
However myapp does not run, I just get the simulator loading the home screen. I can't figure out what might be going wrong, since I can't find a way to get any verbose output - the simulator does not complain about anything, it just doesn't load my app.
Any ideas, thoughts? Perhaps an alternative to waxsim that works on Xcode 5.1?

ios-sim was recently updated to support the new private framework DVTiPhoneSimulatorRemoteClient that is present in the current Xcode/SDK. I tried it and it seems to work fine, so I pretty much answered my main question.
Still, if someone has an idea why -SimulateApplication does not work (when the same app launches fine with ios-sim), I'd be curious to find out.

Related

EXC_BAD_ACCESS when trying to run Unity game on iOS simulator

I'm usually not a Mac/Xcode user, please forgive me for incorrect terms or understandings.
I have a 2D Unity game which I can successfully build and run on Android and Windows Phone devices/emulators. When building for iOS, I can successfully create the Xcode project, open it and build the app in there. The only change in the iOS-specific player settings I made was to set SDK Version to Simulator SDK.
However, when trying to run it inside the simulator, the splash screen appears, then Xcode pauses on something that looks like an assemby file with an error message: Thread 1: EXC_BAD_ACCESS (code=1, address=0x4).
As I had no idea on what to do, I started stripping down my project (in Unity) until I had no more gameObjects but the camera left on the start scene. Also, I removed all other scenes from the build. The only thing that changed was that above error message now seems to appear on another assembly file.
What could be the issue here? How should I investigate further?
Update
This is the stacktrace:
Update 2
I've created a new blank Unity project, and I get the exactly same error there. The problem seems to be related to Unity or my machine, not the app itself.
Workaround
After days of researching, I still couldn't resolve the issue and finally built for a real devices instead of the simulator. Since I don't own one, I "blindly" submitted the result to the app store, and it got accepted.
For me, that's the proof that the issue is solely related to the combination of Unity and the iOS simulator, i.e. that those two don't work together reliably.
On the other hand, it seems relatively safe to assume that an app will work on iOS if it's been successfully tested on Android, Windows Phone and the default player. Of course, unless iOS-specific features are implemented.
I only know one reason, that leads to this behaviour (device builds work, but simulator builds won't).
=> This could happen, when using native iOS code / plugins
To fix that, you'll have to modify the <path-to-xcode-project>/Libraries/RegisterMonoModules.cpp file, cause somehow Unity does not register those classes/methods for the simulator.
Just look for #if !(TARGET_IPHONE_SIMULATOR) defines and shift them to have all your plugins included, also in the simulator. There will be some move mono_dl_register_symbol() that you'll need.

Unity iOS app's screen goes black on startup, but still appears to be running

I'm using Unity Pro 4.5.3f3 + iOS Pro 4.x, Xcode 5.1.1, and tested with an iPhone 4S and 5 running iOS 7.1.2.
I recently took over development of an iOS app from a departing coworker at my game studio, and I'm attempting to compile the app in Xcode on my own machine for the first time. I have followed his instructions for which extra Obj-C code to add manually. The app works perfectly in Unity. Everything builds in Xcode without errors.
When the app runs, I see the custom splash screen loading as intended, but then the screen goes completely black. The app appears to be running fine...I can hear its sounds playing and it even responds when I tap the screen in areas where I know the buttons are supposed to be. There are no errors thrown to the log. But it doesn't display any graphics at all!
I suspect the Prime[31] plugin has something to do with it, as I get a strange log output saying Prime[31] didn't recognize several other plugins. And I can't delete it to test my theory, because way too many scripts depend on it.
Does anyone know how to fix this? I have lots of tasks to do for this app and I can't let something like this slow me down.
I encountered this issue last night when trying to configure my app to be compatible with Facebook Canvas.
Below is the line of code that was breaking:
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
To fix my issue I surrounded the line with the UNITY_WEBPLAYER preprocessor directive like so:
#if UNITY_WEBPLAYER
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
#endif
Doing this causes that line of code to only be compiled and run in the web player, and not on the mobile device. Hope that helps!

Xcode6 can't run any app in simulator ( Domain = NSPOSIXErrorDomain, Code = 3 )

No app can run in my simulator, although building is good.
Error messsage is below:
Unable to run app in Simulator
An error was encountered while running (Domain = NSPOSIXErrorDomain, Code = 3)
In my case, I tried to run the app on a iPhone 6 simulator when I got this error. Quitted the simulator only and re-ran the app on iPhone 5s (8.1) - it worked fine.
After a while I changed the target back to iPhone 6 (without quitting it), and ran the app against it - no error shown.
As mentioned in the Xcode 6.1 Release Notes and in my sticky post in the Apple Developer Forums for the iOS Simulator, this is a known bug in iOS.
Upon installation of an app, SpringBoard will SIGKILL that app's
process in order to force a relaunch of the app with the new
executable. The problem is that there is a race condition whereby
SpringBoard may accidentally SIGKILL a new process that we just
launched rather than the old process. Which of the various error
messages you get depends on exactly when in the launch process the
SIGKILL was delivered. Normally, this shouldn't happen, so the advise
is to just try again (sorry =/). If you find that this happes to you
all the time or more frequently than you can tollerate, we are
incredibly sorry. We are aware that systems with slower disk I/O will
see this happen more frequently than faster systems, so if you are
using an NFS home directory, you may want to create a local directory
for your simulator data and setup a simlink to it from
~/Library/Developer/CoreSimulator
By Quitting the Simulator and Run the application worked for me.
For me , just Reset Content and setting in your simulator
Restart Mac can solve the problem for me.
This error is less severe than "Domain = DTiPhoneSimulatorErrorDomain, Code = 2" error that I had when I switched to Xcode 6.
For this one, I just reset and cleared contents on my Simulator...quit. Rebuilt and ran my app...and it works.
Every time this has happened to me (as of this writing, still happening on Xcode 6.1) I do not need to restart my mac to fix it. Instead I only had to restart the simulator. I exit the simulator by right-clicking on its icon in the tray and selecting the option to Quit. The I re-run my app and the simulator starts from scratch and runs my app with no error. Much quicker than re-starting the mac.
Well, I had the same error popping up, but since I force quitted the simulator then ran the project again I got it fixed and running fine. Hope that helps you :)
If this error occurs with ionic framework, make sure you have an app id given in your config.xml
This is a generic error which says that it is unable to launch the app. The real error is in the log file. Go to the Simulator menu, Debug / Open System Log. Then press Reveal button to open the folder with actual Simulator logs. In my case it was CoreSimulator.log.
Here you will find the real error. My error was Could not register service com.apple.gputools.agent.producer.sim .
After a lot to struggle and trying all suggestions for half a day, I just went to simulator menu and chose File / GPU Selection / Use External GPU when available. That's it.
please download new xcode_6 beta 4. your project will work in simulator. As i have tested as well.
Sometimes the beta version of XCode is wrongly configured to use the command line tools from the previous xcode version.
This solution should fix the issue for you : https://stackoverflow.com/a/25415781/512504

Xcode does not run the app on simulator. (App exited unexpectedly)

I'm developing for iPad (iOS 7), using Xcode 5.0.2.
Yesterday morning I was playing around with the app (my first app) and every time I ran it, it was displayed in the emulator perfectly. But after some 5/6 runs Xcode just stopped launching my app in the simulator. I started to receive this message:
MagazineManager exited unexpectedly - lost connection
Image:
I've been researching since yesterday morning for a solution with no luck. I even uninstalled and reinstalled Xcode, cleared the cache, delete folders... all that drama thinking it could be some sort of cache problem.
Then, going online I've tried lots of "solutions", none worked.
I've tried all listed here: Xcode suddenly stopped running project on hardware: "Could not launch xxx.app: .. No such file.."
and here:https://discussions.apple.com/message/23431537#23431537
and in more places.
After all my "try this, try that" I'm stuck with the same problem. I can only see a black screen at the simulator (image below) and that message at Xcode!
In my extensive research I've read that people are still able to debug using their iPad's. The problem is that I got the new iPad air, that's only getting here dec, 20th!! So I don't have a place to test my app[s].
Thanks!
UPDATE
Just got this message in the debugger console:
013-12-09 20:23:25.902 sim[607:303] /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/usr/bin/sim: Did not find an executable file at the path: '/Users//Library/Developer/Xcode/DerivedData/MagMan-bvhhiijesvrvuteunbmpsxcqgsst/Build/Products/Debug-iphonesimulator/MagMan.app'
My problem was the debugger. Actually, it still is.
The way I solved, and have been doing for every new project, was to disable the debugger and then run the project. That way I'm able to use the app on the simulator but without the debugging functionality.
I don't know what the problem is, what is causing this debugger issue in my case, but for now that's the best I could come up with. Thanks to the friends that replied to my question and helped my research I was able to test it and disable it.
This is how I disabled the debugger:
Project > Edit scheme
Set Debugger to None
If anyone knows a solution for this, feel free to answer this question and I'll make sure to update the selected answer accordingly.
Again, thanks for all your time and patience, specially #Popeye and #HotLicks that spent a lot of their time trying to help me.
Sometimes the simulator can be a bit flaky and just needs resetting. In the navigation bar at the top of the screen when the simulator is visible try:
iOS Simulator --> Reset Content and Settings...
This should reset all the settings and remove the content so all data, images, apps etc will be removed, its like it has never run before.
UPDATE
The answer on XCode5 can't install app on iOS simulator indicates the following
I found a "Fix" for this. After trying everything and getting the same error on "My App", I opened and tried to run "My App 2". "My App 2" ran fine, so I went back to "My App", tried again and this time everything worked fine. Crazy
If that doesn't work leave a comment and I will have another look.
Delete the app and restart your iPad it will work

ios Simulator Could Not Find The Application To Simulate

I'm having trouble with the iOS simulator. I'm currently on 10.7 and was using the simulator to test my website. During the testing, I switched the iOS version via the tool bar, and the application froze and quit. Upon restarting, I get the following error message, with a finder window, inviting me to choose an application:
"ios Simulator Could Not Find The Application To Simulate"
Here's what I've tried to fix the issue:
1: Attempt to identify the application it needs, but the only thing i could see to open was a printer app and the ios simulator app, which just results in a "only one iOS simulator can run at a time" error message.
2: Restart the Mac.
3: Download the new Xcode tools from the app store.
4: Restart again.
None of this has helped, and I'm really stuck without it at the moment. If anyone knows how to resolve the problem, I would be grateful to hear any suggestions. Thanks.
Give this a shot.
Open up a new shell, and shoot of this command: sudo <Xcode>/Library/uninstall-devtools --mode=all (assuming thats the location of the instal).
Then run the Xcode installer you got from the app store.
This removes all the plist files that were also installed with xcode, which aren't removed when you simply reinstall. This is as close as you can come to a complete xcode refresh without reinstalling your OS.
Here's an alternative solution that worked for me... the answer selected here did not. I created a blank, "hello world" project and simply ran it. When you run the app, it sends the app to the simulator and voila! iOS Simulator has an app to simulate. From that point forward, you should be able to open the iOS Simulator without a problem.
After a while longer trying various things, it seems like I may have fixed it.
When asking for an application to open, I opened Xcode, and (weirdly) that opened up and left the testing shell visible, with the tool bar intact. I then selected the current version from the device options and hit the home button, and suddenly everything appeared.
Weird thing to have suddenly happened, but there you go.
I still can't test in iOS 3, so that's a bit of a problem, but not a disaster either!

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