I am testing multi touch support on Safari mobile. So far, i realized i can simulate a pinch gesture on iphone simulator (just holding option key), however i cannot do the same when i change the device to be the ipad.
Any idea: is that a bug, any settings or it changes the simulation process depending on the device.
I have the same problem with the simulator of Xcode 4.3.2: Multi-touch-gestures with the ALT-key work in iPhone-mode, but not in iPad-mode. It cannot be a mistake in my source code, because this is even the case when going to the home-screen in the simulator by pressing Cmd+Shift+H.
I found the following work-around: Use Cmd+2 or Cmd+3 to reduce size of the iPad-window, then multi-touch-gestures with ALT-key will also work in the iPad-simulator. By pressing Cmd+1 you can return to the original size of the iPad-simulator.
Related
My project has several Picker controls with .pickerStyle(SegmentedPickerStyle()). Something in the project (or, perhaps, on my iPad) has evidently changed, and now all of the pickers "pop" when selected, rather than the selection highlight sliding to the new selection -- but only on the actual device. In the simulator, the selection slides as expected. Even a plain vanilla picker with code straight out of Hacking With Swift exhibits this behavior on my device, so it seems that the issue is somewhere that has global effect, rather than in the code for an individual picker itself. (That "vanilla" code, along with all my other Picker controls, look normal in the Simulator.)
Other UI elements animate normally on the device, so it isn't a blanket "turn off all animations" setting, but the various segmented pickers are all affected, even though they reside in different parts of the project. (And, yes, the project is way, way too big to post all of the code -- but "the code" works as expected in the simulator.)
What are the sorts of things -- in a project or in a device's settings -- that can globally cause all segmented Pickers in a project to stop animating (though only on the device itself)?
What I'm seeing on the iPad:
What I'm seeing on the Simulator (i.e. what I expect to see):
I recognized the simulator vs device distinction when I created a Simulator to exactly duplicate my iPad (Air gen 3, iOS 14.2), and the simulator shows the picker sliding (i.e. the bottom screen capture). But the device shows it popping (the top screencap). This behavior persists after deleting the app on the iPad, rebooting the iPad, and installing the app again. So perhaps the 'guilty' setting is on the device rather than in the project???
What settings, in the project or the device, could cause this change in behavior?
Possibly related:
Broken animations in iOS 14
Not SwiftUI, but device vs simulator discussion
Example of "OK on simulator, not OK on device" (though with different specific things going on)
Another "ran on simulator, not on device" issue... does the Picker use the same problematic Spring animation???
(( And yes, there are plenty of cases where the simulator performs poorly & the device performs well... that's understandable. This case is one where things are the other way around: what works on the simulator does NOT work as advertised on the device. ))
This is caused by the Reduce Motion setting on your physical device. This can be found under Settings -> Accessibility -> Motion.
When reduced motion is disabled, the segmented picker has a slide animation.
When reduced motion is enabled, the segmented picker does not have the slide animation.
I just recognized that I can see thru the iOS Simulator if an UIView is defined with (semi-) transparent content. But I can not make a screenshot of it, on the screenshot the effect is gone.
The (custom) navigation bar on top has alpha set to CGFloat(0.9).
Here a screenshot taken with an iPhone 6:
Zoom in and you can see thru the simulator window on Xcode. I assume this is a bug, or is it intended behavior of the OS X transparency effects? If it is intended, can I turn it off?
Ok, I have found the problem. Actually it is not a transparency effect but a display problem. I am using an iMac 27inch with an IPS LCD display, which suffers heavily from "screen burning". Xcode is standing on this position for hours so it burned in into the display. That's why I can not make a screenshot - it is a hardware problem.
https://discussions.apple.com/thread/5255653?tstart=0
Yeah this is going to be a hardware / screen problem. Should not translate to your app.
I would like to make screenshots of my app in IOS-Simulator. This works fine with CMD-S, but I have always black parts in my screen, because the windows is not autosized to the simulated devices screensize.
Is there a way to autosize the window to fit with the screensize of the simulator ?
Screenshot:
The white part is the content of the device. The black is obsolete and is a window from the MAC. When taking the screenshot from this, I still have to cut out the content to have a good screenshot.
This used to happen in earlier to iOS SDKS when you don't set a launch images for all devices.
In your case, I think you don't have the launch screen file set. this can be solved by setting that file at general section in the target's settings.
Alternatively, set launch screen images for all devices.
Check my answer here.
One more thing to try: At the top bar in simulator. choose the
Window menu then Scale and play with those values.
I solved it the following way, but I don't know what was the reason.
I removed the launchscreen as hasan83 suggested. This did not the trick yet.
I restarted the MAC
I started XCode ("Xcode"->"Open Developer Tools"->"IOS Simulator")
I started the ios simulator without starting my app. -> MAC-Windows fit with the simulated device screen
I started my app and now it looks as intended.
Thanks for helping to all involved people !
Guys. Please help me.. I've searched everywhere, but couldn't find a solution.
I'm using Xcode 4.3.2 and have the IOS 5.1 simulator installed.
The problem is the iPad simulator doesn't show the iPad's frame, just the contents. So, the home button isn't visible, thus can't be pressed.
But, unlike the iPad simulator, the iPhone simulator works fine.
Please help, guys..
Thank you
Use ⇧ + ⌘ + h in place of the home button.
If you need to make the screen smaller, use ⌘+3 or ⌘+2 for the smallest and smaller screen sizes respectively.
Actually, I (and a colleague) have been seeing intermittent behavior, with the bezel sometimes showing up, and sometimes not, for the very same project (same version of iOS - 5.1, same build settings, etc). This happens even when simulator is set to show a normal (non-retina) iPad... sometimes it has the bezel, sometimes not.
So I doubt this is intentional design.... seems like a bug to us.......
Does anybody know why home button is missing for iPad simulator only?
Its a simple redesign to make more space for the simulator screen. You can trigger the home button from the menu Hardware > Home Or using the shortcut: ⇧⌘H.
I don't think this is an enhancement at all. This is by far a notorious bug and a bad one. I know that home button action can be reproduced by cmd-H or its double click by doing cmd-H twice, though it could activate the slow motion animations too (annoying!). My point here is that whenever you run the simulator and start testing doing rotations (cmd-arrows), at one point you won't be able to tell if iPad orientation is to the right or to the left!... there's no visual clue whatsoever!
Bad Apple!, bad Apple!
It appears it is looking at whether or not there is adequate screen resolution to display the bezel. For example, I have a 17" Macbok pro that I develop on (1920x1200 resolution). When I launch an iPad development project and the suimulator comes up on my Macbook pro's desktop, no problem, the bezel shows. But let's say I then drag it over to my external monitor which is 1920x1080, then quit and relauinch the simulator... it comes up without a bezel.
My co-worker who has a Macbook Pro 13" (lower resolution), never sees the bezel. I suspect the newer retina Macbook Pros will always show a bezel.
This is of course, al pertaining to the regular, non-retina iPad simulator. I am not sure if given adequate screen resolution, the iPad retina simulator would show a bezel or not?
See http://openradar.appspot.com/11017007 for the real answer: "Engineer who removed the bezel from scaled iOS Sim not thanked enough, probably"
I personally don't need more screen space for the simulator with my Thunderbolt 27" display. I'd like the frame back, thank you very much! I also noticed with this version the application icons often show as blank white icons, even for Safari and Photos.
No, but you can trigger it from the menu bar (Hardware -> Home).