I'm new to iOS development, and I don't use iPhones much. I'm very used to how Android handles emulators and such, but since there are only really two iPhone physical sizes (I know I have to take retina into account, but that's pixels and not size), how do I know which one is showing up on the simulator? If I'm using the iPhone 4S in the simulator, is there a way to use the iPhone 5? Lastly, can I run two simulators at once (you can run many emulators at once with Android). Thanks
You can change/check the simulation's device at
Hardware->Device->iPhone
Screenshot Picture (first pic.)
UPDATE : You can run multiple simulators at once. Look here. I haven't try it myself yet though.
Related
so today my app was rejected in the app store because of this:
Reasons
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Considerations:- This app is an iphone-only, meaning that is the only target that I chose in the tiapp.xml.- This app was already accepted once in the appstore, this is an update.- In my code sometimes I use px for imagens and sometimes DP, but I've tried switching all to DP in this screen and had even worse results.
As far as I can see, there are no errors associated with it (that means the app does NOT crash when you run it in iPad simulator) therefore I'm assuming they rejected it because of a layout problem.
Since this is an iphone-only app, iPad should run the app in compatibility mode, meaning that it might scale it up, but respecting the original sizes.
This is a pic of the app running in a retina simulator (with no problems):
And here's a picture of the app running in a retina iPad simulator (though the result is the same in a non-retina):
As you can see, everything's huge and I have no clue why. I'm running ios7.1, Titanium SDK version 3.3.0.GA and it's a alloy app.
Any help is very much appreciated, thanks.
The point 2.10 reference any resources of app. So, if you have not resources, for example, screenshot before load application, your app will be reject. The iPhone apps should have iPad resources, but iPad apps may be independent.
My problem was not the iPad resources or splash screens. Actually, I was using PIXELS instead of DP in many places in my application. This was not a problem for none of the iPhone versions, but was a problem when iPad tried to run the iPhone-only app in compatibility mode. In any case, now there's also the iPhone 6 with different resolutions so one should never use pixels.
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.)
I was reading the apple guidelines are there is a point which says
iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Does this mean if my app doesn't work perfectly fine on an iPad, it gets rejected? I'm posting this here as I found many contradicting information regarding this.
It means it has to run, not that it has to be optimized for iPad.
There is a big difference in that. You don't have to create iPad storyboard in order to make app run on an iPad - Xcode lets iPad use the iPhone storyboard and open it as if it was an iPhone. The view is then shrunk into a smaller rectangle.
You are aiming for something like this:
Apple has build Xcode in way that when you build and iphone app, it will also be compatible for iPads with 1x and 2x resolution. So you need not worry about creating a separate storyboard for iPad. Hope you find this helpful. Happy coding !
Silly question, but.. I am not been able to see the device appearance when running the iPhone simulator. I don't remember after which XCode update this started but the iPhone simulator shows only as a simple window without showing the device case like it used to be (see this image).
That's how my simulator looks like:
Is there a way to make it look like an actual iPhone 5?
EDIT: Unfortunately in my hardware->device options I see only iPhone retina (which is currently selected), but there are no more options. So it seems like the default beheaviour to look like a thin window, unless I missed out some other configuration.
Here is what I see overlayed to a user answer.
The Simulator window only shows an iPhone (4/4s) bezel when:
The simulated device is a 3.5 inch non-Retina iPhone, and
The window scale is 100%.
In Xcode 5, you can't do the first one unless you download the iOS 6.1 simulator, because 3.5 inch non-Retina devices are not supported by iOS 7.
(For simulated devices other than 3.5-inch non-Retina, you'll also see a bezel at 100% scale, but this bezel doesn't look exactly like any particular device.)
If you want device images to use in promotional artwork for your app, see Apple's App Store Marketing Resources page.
First of all this does with retina devices.
STEP 1: Follow this step if you using Xcode 5 as you need to download the iOS simulator.
Go to XCode,
Open the main XCode Preferences option then Downloads. Click on
iOS 6 Simulator Change to the simulator you want by going to the
"Hardware" menu. Close the simulator. Run the project.
STEP 2:
As you required just change device from Hardware -> device to iPhone as shown in the image.
And in the next step be sure set the window scale to 100 %.
For some reason it looks like an iPhone on my retina Macbook Pro, but not on my iMac.
They're probably looking at the resolution of the Mac, which doesn't really make sense, since you see less at 2880x1800 retina, than 1920x1080 non retina.
The problem I think is not with your XCode, but with your display. Check this : iPhone skin on Simulator
Check this Goto IOS Hardware >>Device >>iPhone
then window +1
Unfortunately it works like that for anything else - there is no option to show a case for any other simulators.
Absolutely correct, im using IOS simulator 7.0, there is no option regarding this. i did every possible step to make it look like iPhone but hard luck IOS simulator not having this option in Devices.
I've had this issue also. As indicated earlier, I went to preferences, downloads and then clicked on the ios 6.1 download. After installing it gave me the option of the "iphone". This option actually looks like the iphone. After the install it still includes the retina options as well.
It could be a scaling issue. In the simulator toolbar, go to Window -> Scale, and make sure that 100% is checked. Regarding how to enable iPhone non-retina if not shown, I wrote some steps in my blog on how to do it.
I am from India, we dont have the iPad 3 launched here yet. I want my apps to support the higher resolution but have no way to test on the 3rd generation iPad.
Any advise how can I ensure that my apps support iPad3 retina display?
If you download the latest version of Xcode from the Mac app store, the simulator now includes the ability to simulate an iPad Retina display - on the simulator menu "Hardware", "Device", "iPad (Retina)".
Note, because the display is so large, you may want to scale down the display of the simulator - on the menu, "Window", "Scale", "25%".
This will enable you to ensure that if you are loading #2X images, they are loading correctly. It will not help you ensure that your animations are smooth - you'll need a real device for that. I tested my app using the simulator and everything seemed fine, but when I got my device realized I had some problems related to the increased resolution.
If you've coded your app in a resolution independent way and have a Retina iPhone, it wouldn't hurt to try running it there as well - it's a very different context, but has some things in common.
Ultimately though, you will only know that your app is properly supporting the iPad Retina display by testing it on a 3rd gen iPad.