ios-simulator

Optional Framework Not Working (CoreAudioKit not on Simulator)

感情迁移 提交于 2019-12-05 05:27:45
To get MIDI over Bluetooth working, I need to use the CoreAudioKit framework. This works perfectly, but I am not able to compile on the simulator. Making the framework "optional" doesn't help, error is ld: framework not found CoreAudioKit I think it should work according to the docs Deleting the framework allows my code to compile I've got this in code, which is why I can delete the framework without issues. #if !TARGET_IPHONE_SIMULATOR #import <CoreAudioKit/CoreAudioKit.h> #endif How can I get this optional compilation to work? Nate I actually would have thought that would work, but I think

No iOS 13 simulator in Xcode 11 beta 5

和自甴很熟 提交于 2019-12-05 05:22:29
I have installed Xcode 11 beta 5 and create a sample project There is no iOS 13 simulators available: When I go on Add simulator -> Download more simulator iOS 13 is not available in list: What should I do to install an iOS 13 simulator? I'm not sure why it is happening, but you can create new simulators and it will work Click Add Additional Simulators from the menu where you would normally select the simulator (where you select your target) Click the + icon in the bottom left Create a new simulator - I selected iPhone XR and iOS 13 I was then able to select the iPhone XR as a run target 来源:

Suddenly I am not able to build for the iphone simulator

╄→гoц情女王★ 提交于 2019-12-05 04:29:08
Sometimes one wants to really hate the Apple development environment. Seriously, does it need to be this complicated? My problem is this. I am no longer able to build my project to the Simulator. I am getting the following errors. I realize it is a linker error - what I dont understand is 1) why this suddenly is no longer working, and 2) how come it will not pick the right SDK (which is the reason for the linker error). Apple Magik is crazy frustrating. Also, I just recently upgraded to Snow Leopard and XCode 3.2 although it was working after the upgrade. Thanks! Bryan Ld build/Debug

Youtube API Authentication - Iphone

南楼画角 提交于 2019-12-05 04:26:44
I am trying to upload video using sample code of youtube api. When i press upload button, the progress bar finishes its process, but once when it reaches end of point i get error. Error description is as follows : YouTubeTest[2149:f803] error - Error Domain=com.google.GDataServiceDomain Code=400 "The operation couldn’t be completed. (com.google.GDataServiceDomain error 400.)" UserInfo=0x69d5bd0 {} This is code for upload button pressed - (IBAction)uploadPressed:(id)sender { [self.view resignFirstResponder]; NSString *devKey = [mDeveloperKeyField text]; GDataServiceGoogleYouTube *service =

Disable location service in iPhone simulator?

这一生的挚爱 提交于 2019-12-05 04:14:45
I'd like to test what happens if my app can't get the location coordinates. Is it possible to disable the location service in the simulator, like on an iPod Touch with WiFI turned off? I still don't have my iPhone Developer Program certificate, so I can't test it on my device. Thanks in advance! As a workaround you can try to simulate update location failure by constructing NSError object with appropriate values and calling corresponding CLLocationManager delegate didFailWithError: method manually. You can disable the location services in the simulator; Run your app through xcode so the

View source in iOS Simulator?

孤者浪人 提交于 2019-12-05 03:59:34
Does anybody know of a tool where I can inspect the source code of a site in Apple's iOS Simulator? Something like Firebug or the Chrome Developer Tools for this would be great, and I haven't found anything yet. Ben Gotow The old, previous answers have been deleted as they contained obsolete information. Using at least Xcode 4 and Safari 6, open up a web view in the iPhone Simulator, then switch to the desktop Safari. In Safari's Develop menu (you have to enable it in the Preferences), you'll find an "iPad Simulator" menu that allows you to open up the Safari Web Inspector for the pages open

Is it possible to run iOS 4.0 simulator anymore?

╄→гoц情女王★ 提交于 2019-12-05 03:53:13
I need to test a crash occurring in iOS 4.0 (not 4.3). There's no simulator is there? How can I test this version of iOS when the current one is iOS 5.0? In Xcode 4.2 you can click on the Scheme dropdown list (near the top left corner of the window) and at the bottom of the list is a "More simulators..." option. Click on that and you are given the ability to download simulators for older versions of iOS. If that doesn't do what you need, maybe change your target's Deployment Target? Blair Replogle For that, You need to obtain the iPhoneSimulator4.0.sdk folder. The easiest way to do this is to

xcode slow to install on simulator and device

a 夏天 提交于 2019-12-05 03:44:10
问题 To 'build and go' on the simulator takes about 30 seconds To 'build and go' on the device takes about 5 mins. I am 99% sure the reason is that I have lot of images (~4000 ~80mb). The build itself stage takes about 2 seconds, so the problem is the install. Does anyone have any tips to speed it up? The images do not need to be changed, so is it possible to tell xcode not to copy the images each time? Or could something else be slowing it down? Thanks 回答1: My solution for this was to setup a zip

Can a real iOS device and Watch Simulator communicate for Testing purposes

走远了吗. 提交于 2019-12-05 03:14:06
I want to create a watch app for an existing iOS app. But I am in a situation that i don't own a apple watch and my existing iOS app will run only on real devices not on simulator. Is it possible to run the app on the iphone device and test my watch app in the watch simulator? Dmytro Hutsuliak Pairing a real iPhone and a Watch simulator is not possible at least at the moment. I make this conclusion because of 3 reasons: A Watch simulator automatically pairs to an iPhone simulator during the installation process. It is not possible to unpair a Watch simulator from the interface at all.

Xcode Instruments: peak RAM of iPhone apps running in Simulator?

让人想犯罪 __ 提交于 2019-12-05 03:10:44
问题 Is Activity Monitor (a.k.a. Memory Monitor) the only tool in Xcode Instruments that can measure the total app RAM usage of an iPhone app running in Simulator? Just that line showing momentary wired RAM? And how accurate is that versus iPhone hardware, especially given OSX paging i/o to VM? I'm seeing 7-8MB wired RAM figures for just the default Xcode iPhone project templates (other than OpenGL) compiled and running. At the same time Object Allocations shows well under 1MB for all objects. 回答1