Screencast, SimFinger and "Coudn't find iOS Simulator" - ios

I'm trying to use SimFinger to make a screencast of my iPhone app. When I launch it I obtain the msg "Couldn't find iOS Simulator".
Actually, I succeed in making the video, but the landscape mode isn't supported (And I need that the "fake" iPhone changes orientation).
I've tried to change #"iOS Simulator" in the FakeFingerAppDelegate.m:
if([application.localizedName isEqualToString:#"iOS Simulator"])
{...}
but nothing happens.
Any suggestion?
What could I use instead of SimFinger to screencast an app showing it both in portrait and landscape mode, with a cursor like that of SimFinger and with a fake mask?

I resolved thanks to this link.
It needs to change the name of the iOS Simulator application in the app delegate.

Related

How to lock iPhone app in portrait orientation? (SwiftUI)

I'm trying to submit my app to the App Store, but I received a notification that it must run as expected and properly display on iPad, but that requires me to lock it to portrait mode, so the UI doesn't get messy.
The boxes of "Landscape Left and Landscape Right" are already unchecked and I already tried changing the Info.plist file.
Here's how the iPad version gets glitchy:
It looks like you are forcing an "iPhone Only" app to run on an iPad.
It might help to activate the iPad app version and then look at what needs to be changed.
Target > General > Deployment Info> Check iPad
If you truly have a SwiftUI app it should not need a lot of work.

Display iPad screen as iPhone?

I have searched through the web and I did not get clues.
Is there a way to display iPad screen as an iPhone like this app does it?
The iPad displays an iPhone screen. Is there some configuration to display this behavior?
What you are seeing is the default behavior of running an iPhone-only app on an iPad. You don't have to do anything other than declare your iOS app as an iPhone-only app.
Of course it would be better for your users if your app properly worked on and took advantage of the iPad's screen but that's up to you.
If the supported devices, that appear under Project > Target > General Tab > Deployment Info
is selected to be "iPhone" and you run this version of app on an iPad, it will appear as the example you shared.

Apple Rejection App: We also noticed that your app did not run at iPhone resolution when reviewed on iPad running iOS 10.2.1 [duplicate]

I made an iPhone App with Xcode. The devices setting is set to "iPhone". But in iTunes Connect it is rejected because it doesn't run on the iPad.
That is weird because it is an iPhone app, but when I checked it in Xcode, I can run it with the iPad simulator,however I think that normally this is not possible with an iPhone app.
I have added pictures to make my question clearer:
So what is gone wrong and how can I fix it?
EDIT:
Picture from resolution center:
Thanks all, I Found the problem/solution:
In my info.plist there was an extra row called supported interface orientations(iPad) where the portrait mode was added.
I have no idea how this got added here but when I removed it, the problem was solved.
From the Apple iOS App Store Review Guidelines (https://developer.apple.com/app-store/review/guidelines/):
2.10 iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Basically, if you set an app to "Universal" it will have iPad and iPhone versions of the UI and will appear in the search results for both. If you set it to iPhone only, it will still be installable on iPads, but it doesn't appear in the search results by default. Additionally when a user does install it on an iPad it will just scale up the UI to best fit the screen. You cannot prevent your app from running on iPads.
Every app can run on the iPad no matter if it is supported or not. The option you have in Xcode is if you want to configure it to look good on the iPad using it's own storyboard. If you configure it for both iPad and iPhone your app fill get a + in the right corner of the price on the App Store and show up on iPad searches. However if you don't configure it to support iPads it'll not show up on searches of the Apple App Store, unless osmose selects iPhone only. You can easily submit your app to the App Store, without it being rejected my friend.
Hope that helps. Keep coding.
Nothing is wrong here , you can do this in debug mode for development purpose. Even you can run it on your iPad device from xCode. Don't worry about it, nothing wrong here.

Problems with device target for iOS app

)
Hello all :-)
I want to release an iPhone/iPod Touch only app. However, I know iPad users can still download the app from the app store, which is fine by me. I was simulating my app on simulator to see how it would look like on an iPad. When I simulated it, the app looked terrible: the layout was not the same as the iPhone version, some labels were colliding and buttons were "cut" out of the screen.
I want iPad users to have the same view as an iPhone. I believe a 1x/2x button would appear on the screen in that case. How can I do that?
Any help/advice would be really appreciated!
Thank you :-)
When you upload your app to the App Store it will also allow iPad users to download the iPhone version of the app. This will have the 1x/2x button you are looking for.
However if you test your project on the iPad simulator before you upload the app, it will not be the same iPhone version of the app that the iPad users will see. Instead the simulator will run an actual iPad version of the app which is not what your looking for.
In your project settings, set your target device to iPhone only. Upload the app. When iPad users download the app they will get the iPhone only version with the 1x/2x button for the iPad.
In your project settings, make sure the "Devices" settings is "Universal" (this is under "Deployment Info"). If it was not before, you may have to make some layout adjustments.
Use Autolayout for fixing the design issues
in storyboard right pane -> attribute inspector -> simulated metrics-> select inferred in size for all controllers
You should be seeing this in the simulator (note the letterboxing on all sides):
And your build settings should show 1 as the target device family:
If not, you are iPad-native and that's the source of the trouble.

How to detect orientation of ios simulator at launch app?

I saw that too many answers for this question but they almost about ios device, not about ios simulator. I want to detect orientation of iphone simulator. I rotate iphone simulator to landscape but so far all solutions return portrait orientation at launch app. Is this ios simulator's bug? I have no device to test, so i need to test on simulator first but it seems to be not work correct on simulator. Thanks for any explanation.
Try to delete portrait modes from the 'Supported interface orientations' array in the Info.plist file of your application. I was able to force landscape startup with this.

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