I am using the google calendar api and I am getting two errors.
GTMGatherInputStream.m:25:13: Multiple methods named 'initWithArray:' found
#import "GTMGatherInputStream.h"
#implementation GTMGatherInputStream
+ (NSInputStream *)streamWithArray:(NSArray *)dataArray {
return [[[self alloc] initWithArray:dataArray] autorelease]; //error on this line
}
GTMOAuth2Authentication.h:31:11: 'GTMSessionFetcher.h' file not found
#if GTM_USE_SESSION_FETCHER
#import "GTMSessionFetcher.h" //GTMSessionFetcher.h file not found error
#else
#import "GTMHTTPFetcher.h"
#endif // GTM_USE_SESSION_FETCHER
I have researched the error everywhere online and I have found nothing. I am running GM El capitan with GM Xcode 7.0. I Have tried multiple different ways on solving it and nothing has worked. My code will not compile. How do I fix this?
I assume Google is going to implement a fix for this in the near future; in the meantime, we can do a couple of hacks to get around those issues:
change return [[[self alloc] initWithArray:dataArray] autorelease];
to
return [[(GTMGatherInputStream*)[self alloc] initWithArray:dataArray] autorelease];
change
#ifndef GTM_USE_SESSION_FETCHER
#define GTM_USE_SESSION_FETCHER 1
#endif
to
#ifndef GTM_USE_SESSION_FETCHER
#define GTM_USE_SESSION_FETCHER 0
#endif
I had to do this in two places where GTM_USE_SESSION_FETCHER was defined.
One final thing, was to go to the GTL project build settings, and set Apple LLVM 7.0 warnings Deprecated Functions to NO. With these 3 steps the Calendar API compiles successfully on iOS9.
I also had to deal with an error Comparison of address of ... not equal to null pointer is always true
This was causing the app not to build. Had to modify lines 340 and 1088 of GTMOAuth2ViewControllerTouch.m
E.g.,
// CGP; 9/30/15; took out "&" before kSecAttrAccessibleAfterFirstUnlockThisDeviceOnly
//if (accessibility == NULL
// && &kSecAttrAccessibleAfterFirstUnlockThisDeviceOnly != NULL) {
if (accessibility == NULL
&& kSecAttrAccessibleAfterFirstUnlockThisDeviceOnly != NULL) {
accessibility = kSecAttrAccessibleAfterFirstUnlockThisDeviceOnly;
}
Change self in [[[self alloc] initWithArray:dataArray] autorelease] to GTMGatherInputStream. It's working for me:
#import "GTMGatherInputStream.h"
#implementation GTMGatherInputStream
+ (NSInputStream *)streamWithArray:(NSArray *)dataArray {
return [[[GTMGatherInputStream alloc] initWithArray:dataArray] autorelease];
}
I need to use iOS7 specific code in certain places, usually this has not caused much problem until now. I tried some different approaches for the first if statement, the one below seams to be the recommended way. None works. The error i get is this:
dyld: Symbol not found: _UITransitionContextToViewControllerKey
Referenced from: /Users/pese/Library/Application Support/iPhone Simulator/6.1/Applications/0A4B5156-84D8-41DE-C9D1-2E4C9DB38983/aaaa.app/aaaa
Expected in: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator6.1.sdk/System/Library/Frameworks/UIKit.framework/UIKit
in /Users/pese/Library/Application Support/iPhone Simulator/6.1/Applications/0A4B5156-84D8-41DE-C9D1-2E4C9DB38983/aaaa.app/aaaa
Program ended with exit code: 0
And my code:
if ( &UITransitionContextToViewControllerKey != nil )
{
id<UIViewControllerTransitionCoordinator> tc = self.topViewController.transitionCoordinator;
[tc animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
CGRect newRect = _inRect;
if ([context viewControllerForKey:UITransitionContextToViewControllerKey] == [self.viewControllers objectAtIndex:0])
{
newRect = _outRect;
}
_backButton.frame = newRect;
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
BOOL enableSwipeToGoBack = YES;
if ([context viewControllerForKey:UITransitionContextToViewControllerKey] == [self.viewControllers objectAtIndex:0] && ![context isCancelled])
{
enableSwipeToGoBack = NO;
}
self.interactivePopGestureRecognizer.enabled = enableSwipeToGoBack;
}];
}
If i just put NO in the if statement it works but i guess that the compiler removes the code during compilation. If i replace the two UITransitionContextToViewControllerKey with nil it also works. Also the symbol causing the error is defined in UIKit/UIViewControllerTransitioning.h and look like this:
UIKIT_EXTERN NSString *const UITransitionContextToViewControllerKey NS_AVAILABLE_IOS(7_0);
Any help would be greatly appreciated.
SOLUTION:
Make UIKit framework optional and change if test to:
NSString * const *exists = &UITransitionContextToViewControllerKey;
if ( exists != NULL )
....
As others have mentioned, testing the features is typically better, but you can use a compiler directive to conditionally compile based on the OS version.
#ifdef __IPHONE_OS_VERSION_MIN_REQUIRED
// target is iOS
#if __IPHONE_OS_VERSION_MIN_REQUIRED < 70000
// target is lower than iOS 7.0
NSLog(#"This message should only appear if iOS version is 6.x or lower");
#else
// target is at least iOS 7.0
#endif
#endif
I need my app to support iOS 5+. Since prior iOS 6 the enum lineBreakMode for line break mode in UILabel is of type UILineBreakMode, and it is of type NSLineBreakMode for iOS 6+, what should be the best (or more correct) way to check the iOS version currently running to determine the type to be used? Is it correct to directly do something like [[UIDevice currentDevice] systemVersion], or is there a better way?
Thanks!
You do not need to check the iOS version at runtime, the enum values are the same, the compiled code will not be changed when moving from UILineBreakMode to NSLineBreakMode
enum {
NSLineBreakByWordWrapping = 0,
NSLineBreakByCharWrapping,
NSLineBreakByClipping,
NSLineBreakByTruncatingHead,
NSLineBreakByTruncatingTail,
NSLineBreakByTruncatingMiddle
};
typedef NSUInteger NSLineBreakMode
typedef enum {
UILineBreakModeWordWrap = 0,
UILineBreakModeCharacterWrap,
UILineBreakModeClip,
UILineBreakModeHeadTruncation,
UILineBreakModeTailTruncation,
UILineBreakModeMiddleTruncation,
} UILineBreakMode;
In case you want to check for the OS version you can use this code:
+ (NSInteger)OSVersion
{
static NSUInteger _deviceSystemMajorVersion = -1;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
_deviceSystemMajorVersion = [[[[UIDevice currentDevice] systemVersion] componentsSeparatedByString:#"."][0] intValue];
});
return _deviceSystemMajorVersion;
}
I am sure that this probably something extremely easy (or it can't be done), but I can't seem to find anything on it.
In one of my classes .h file I need to determine if the app is running on an iPad or an iPhone. Then change the value of the #define accordingly.
Ideally I would this it would look something like this:
#if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define deltaX 10.0
#define theda 15.0
#define threshHold 267.0
#endif
#if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define deltaX 78.1
#define theda 67.2
#define threshHold 453.0
#endif
I am not sure what to use, any help would be very much appreciated.
Thank you for your time!
A little late to the party, but figured I'd share what worked for me.
A solution that has been working for me is to define IS_IPAD and IS_IPHONE somewhere like so
#define IS_IPAD (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
#define IS_IPHONE (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
Then when needing the other defines based on ipad/iphone, do something like this
#define deltaX (IS_IPAD? 78: 10)
Sadly, you can't do this, as in a universal app the same code runs on iPhone as on iPad, so this decision must be made at run-time, not compile-time.
You should declare these variables in a header file, and then set them at run time depending on the value of UI_USER_INTERFACE_IDIOM().
You already have the code to determine the device, so that's fine.
I'd create your defines as follows:
#define padDeltaX 10.0
#define phoneDeltaX 78.1
... etc
Then in your class file:
if (if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
// do iPhone processing with the variables
}
else
{
// must be iPad
}
Alternatively:
float variableOne, variableTwo; // etc
if (if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
variableOne = phoneDeltaX;
variableTwo = phoneTheta; // etc
}
else
{
// must be iPad
variableOne = padDeltaX;
variableTwo = padTheta; // etc
}
// now do the shared processing with variableOne, variableTwo etc
Hope this helps!
As the question states, I would mainly like to know whether or not my code is running in the simulator, but would also be interested in knowing the specific iphone version that is running or being simulated.
EDIT: I added the word 'programmatically' to the question name. The point of my question is to be able to dynamically include / exclude code depending on which version / simulator is running, so I'd really be looking for something like a pre-processor directive that can provide me this info.
Already asked, but with a very different title.
What #defines are set up by Xcode when compiling for iPhone
I'll repeat my answer from there:
It's in the SDK docs under "Compiling source code conditionally"
The relevant definition is TARGET_OS_SIMULATOR, which is defined in /usr/include/TargetConditionals.h within the iOS framework. On earlier versions of the toolchain, you had to write:
#include "TargetConditionals.h"
but this is no longer necessary on the current (Xcode 6/iOS8) toolchain.
So, for example, if you want to check that you are running on device, you should do
#if TARGET_OS_SIMULATOR
// Simulator-specific code
#else
// Device-specific code
#endif
depending on which is appropriate for your use-case.
Updated code:
This is purported to work officially.
#if TARGET_IPHONE_SIMULATOR
NSString *hello = #"Hello, iPhone simulator!";
#elif TARGET_OS_IPHONE
NSString *hello = #"Hello, device!";
#else
NSString *hello = #"Hello, unknown target!";
#endif
Original post (since deprecated)
This code will tell you if you are running in a simulator.
#ifdef __i386__
NSLog(#"Running in the simulator");
#else
NSLog(#"Running on a device");
#endif
Not pre-processor directive, but this was what I was looking for when i came to this question;
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
There is a better way now in Swift.
As of Xcode 9.3 and newer, you can use #if targetEnvironment(simulator) to check.
#if targetEnvironment(simulator)
//Your simulator code
#endif
The best way to do this is:
#if TARGET_IPHONE_SIMULATOR
and not
#ifdef TARGET_IPHONE_SIMULATOR
since its always defined: 0 or 1
In case of Swift we can implement following
We can create struct which allows you to create a structured data
struct Platform {
static var isSimulator: Bool {
#if targetEnvironment(simulator)
// We're on the simulator
return true
#else
// We're on a device
return false
#endif
}
}
Then If we wanted to Detect if app is being built for device or simulator in Swift then .
if Platform.isSimulator {
// Do one thing
} else {
// Do the other
}
Works for Swift 4.1 and newer and Xcode 9.3 and newer
Use this code:
#if targetEnvironment(simulator)
// Simulator
#else
// Device
#endif
All those answer are good, but it somehow confuses newbie like me as it does not clarify compile check and runtime check. Preprocessor are before compile time, but we should make it clearer
This blog article shows How to detect the iPhone simulator? clearly
Runtime
First of all, let’s shortly discuss. UIDevice provides you already information about the device
[[UIDevice currentDevice] model]
will return you “iPhone Simulator” or “iPhone” according to where the app is running.
Compile time
However what you want is to use compile time defines. Why? Because you compile your app strictly to be run either inside the Simulator or on the device. Apple makes a define called TARGET_IPHONE_SIMULATOR. So let’s look at the code :
#if TARGET_IPHONE_SIMULATOR
NSLog(#"Running in Simulator - no app store or giro");
#endif
For Swift 4.2 / Xcode 10
I created an extension on UIDevice, so I can easily ask for if the simulator is running.
// UIDevice+CheckSimulator.swift
import UIKit
extension UIDevice {
/// Checks if the current device that runs the app is xCode's simulator
static func isSimulator() -> Bool {
#if targetEnvironment(simulator)
return true
#else
return false
#endif
}
}
In my AppDelegate for example I use this method to decide wether registering for remote notification is necessary, which is not possible for the simulator.
// CHECK FOR REAL DEVICE / OR SIMULATOR
if UIDevice.isSimulator() == false {
// REGISTER FOR SILENT REMOTE NOTIFICATION
application.registerForRemoteNotifications()
}
The previous answers are a little dated. I found that all you need to do is query the TARGET_IPHONE_SIMULATOR macro (no need to include any other header files [assuming you are coding for iOS]).
I attempted TARGET_OS_IPHONE but it returned the same value (1) when running on an actual device and simulator, that's why I recommend using TARGET_IPHONE_SIMULATOR instead.
In swift :
#if (arch(i386) || arch(x86_64))
...
#endif
From Detect if app is being built for device or simulator in Swift
Has anyone considered the answer provided here?
I suppose the objective-c equivalent would be
+ (BOOL)isSimulator {
NSOperatingSystemVersion ios9 = {9, 0, 0};
NSProcessInfo *processInfo = [NSProcessInfo processInfo];
if ([processInfo isOperatingSystemAtLeastVersion:ios9]) {
NSDictionary<NSString *, NSString *> *environment = [processInfo environment];
NSString *simulator = [environment objectForKey:#"SIMULATOR_DEVICE_NAME"];
return simulator != nil;
} else {
UIDevice *currentDevice = [UIDevice currentDevice];
return ([currentDevice.model rangeOfString:#"Simulator"].location != NSNotFound);
}
}
I had the same problem, both TARGET_IPHONE_SIMULATOR and TARGET_OS_IPHONE are always defined, and are set to 1. Pete's solution works, of course, but if you ever happen to build on something other than intel (unlikely, but who knows), here's something that's safe as long as the iphone hardware doesn't change (so your code will always work for the iphones currently out there):
#if defined __arm__ || defined __thumb__
#undef TARGET_IPHONE_SIMULATOR
#define TARGET_OS_IPHONE
#else
#define TARGET_IPHONE_SIMULATOR 1
#undef TARGET_OS_IPHONE
#endif
Put that somewhere convenient, and then pretend that the TARGET_* constants were defined correctly.
To include all types of "simulators"
NSString *model = [[UIDevice currentDevice] model];
if([model rangeOfString:#"Simulator" options:NSCaseInsensitiveSearch].location !=NSNotFound)
{
// we are running in a simulator
}
With Swift 4.2 (Xcode 10), we can do this
#if targetEnvironment(simulator)
//simulator code
#else
#warning("Not compiling for simulator")
#endif
My answer is based on #Daniel Magnusson answer and comments of #Nuthatch and #n.Drake. and I write it to save some time for swift users working on iOS9 and onwards.
This is what worked for me:
if UIDevice.currentDevice().name.hasSuffix("Simulator"){
//Code executing on Simulator
} else{
//Code executing on Device
}
/// Returns true if its simulator and not a device
public static var isSimulator: Bool {
#if (arch(i386) || arch(x86_64)) && os(iOS)
return true
#else
return false
#endif
}
Apple has added support for checking the app is targeted for the simulator with the following:
#if targetEnvironment(simulator)
let DEVICE_IS_SIMULATOR = true
#else
let DEVICE_IS_SIMULATOR = false
#endif
if nothing worked, try this
public struct Platform {
public static var isSimulator: Bool {
return TARGET_OS_SIMULATOR != 0 // Use this line in Xcode 7 or newer
}
}
This worked for me best
NSString *name = [[UIDevice currentDevice] name];
if ([name isEqualToString:#"iPhone Simulator"]) {
}
In my opinion, the answer (presented above and repeated below):
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
is the best answer because it is obviously executed at RUNTIME versus being a COMPILE DIRECTIVE.