ios-simulator

How to test Dynamic Type (larger font sizes) in iOS Simulator

百般思念 提交于 2019-11-30 13:42:25
Changing Dynamic Type settings in iOS can be done manually (Settings > General > Accessibility > Larger Text). But this does not appear to work in the current Simulator (v9.3 at the time of writing), and doing so manually is not a solution where automation is required. Question: Is there a way to launch an app with Dynamic Type settings to launch an app with larger font sizes? Note: This is not only useful for UI testing, but also for the purpose of creating screenshots using Fastlane Snapshot with larger font sizes. As of Xcode 8, there is a better option than the undocumented launch

Red dot next to app title?

做~自己de王妃 提交于 2019-11-30 13:06:41
On the simulator I have noticed that my app has a red circle next to the app title, similar to the blue circle that appears next to newly downloaded apps, however just red instead. This is what it looks like: What does this imply? I got the Actual Solution for this problem it is due to provisioning Profile. if you are using live app provisioning profile in your app Build setting , change it and after that you will never see that orange circle. Thanks If to believe to other answers here, there might be several reasons for this red dot. In my case, the reason appears in TestFlight's docs : How

How should I use identifierForVendor during development?

最后都变了- 提交于 2019-11-30 12:36:28
Apple recommends using [UIDevice currentDevice].identifierForVendor. The value of this changes every time one runs their application within the iOS simulator. Initial functionality in my application requires that I recognize the device as a form of light authentication. This makes development tedious, and ideally I could persist a unique value across debug / run sessions. Are there any recommendations for accomplishing this? It's pretty clearly documented that this value will change when building and running in the simulator. On a real device, it will only change when the user deletes all of

Unable to start my application in full screen on iPhone 6.0 Simulator Retina 4 Inch

点点圈 提交于 2019-11-30 12:04:24
问题 I have added Default-568h@2x.png to my project and set it in project settings, I have also set autoresizing options for my view and elements on that view which is initially loading on my application which is landscape-only, but after running my application in iOS 6.0 Simulator Retina 4 inch I see my application moved all the way left, leaving black pixel area on the right. Any idea what should I do beside these things in order to see my application runs in "full screen" on iOS 6.0 Simulator

Reset the contents and settings all iOS-simulators

烈酒焚心 提交于 2019-11-30 12:03:00
问题 Is there any option to reset the contents and settings of all the simulators ?In a single event or a single command via command line? 回答1: I present, The Definitive iOS Simulator Reset Script (link) Based on Oded Regev's code from this SO question (which was based on Jacob Rus's fine "menu_click" code) 回答2: Based on the the answer from Jeremy Huddleston Sequoia I wrote a shell script that will reset all simulators. For Xcode 7 you can use: #!/bin/sh instruments -s devices \ | grep "(\d[.0-9]\

How to 'Build & Run' on multiple destinations at once in Xcode?

♀尐吖头ヾ 提交于 2019-11-30 12:00:22
问题 How can one run a project on multiple destinations (say, iPhone, iPad and iSimulator) at once ? There are 2 related questions: Xcode 4 - One Click Build to Multiple Devices? Run on simulator and phone with one click The 1ˢᵗ question (supposedly) has an answer, but I can't figure out how exactly should you use the Aggregate target (if this is the right direction at all), and apparently neither could Josh Kahane, the OP; the "answer" still somehow got/remained accepted. The 2ⁿᵈ question was

Can I add a music library to the Xcode iOS Simulator?

一笑奈何 提交于 2019-11-30 11:44:20
I'm trying to create a music player for iPhone and iPad. I get it working perfectly on my iPhone and iPad because those actually have a music library. However I want to use fastlane and some other tools with tests so I need to be able to see/add a music library to my simulator as well. I've navigated to my emulator folder. /Users/maikohermans/Library/Developer/CoreSimulator/Devices/8A14CCDB../Data However I have no clue where to look and if I even should look here to add the music. I hope someone can help me out here on how to do this. I've searched this but it seems like nobody asked this

The runtime for selected device is not installed error

☆樱花仙子☆ 提交于 2019-11-30 11:39:04
I am trying to run application using xcode 6 on ios8 simulator but I am getting error "The runtime for selected device is not installed ". I have set the command line tool in preferences but no luck. Please help. This just happened to me right after a beta update to Yosemite 10.10 and Xcode 6.6. I still have XCode 5 installed, and I thought it may have been from deleting XCode 6.5, but putting it back in Applications did not help. First, make sure you have all devices installed in your Simulator. This could fix it right off the bat. iOS Simulator --> Hardware --> Device --> Manage Devices I

How to customize carrier name in iOS 6 simulator?

微笑、不失礼 提交于 2019-11-30 11:37:25
How can I customize the default Carrier name to something else, e.g. AT&T ? There is a way to change the carrier name without using any objective c code or image editor app: https://github.com/toursprung/iOS-Screenshot-Automator/blob/master/changeCarrierName This solution works great with all versions of iOS (including iOS 6 and 7) The key point is sudo plutil -convert xml1 SpringBoard.strings We don't necessarily have to convert it back to binary code since Mac OS accepts both formats. After you converted your file to XML, you can easily edit the file with vim or any other editor of your

Updated to Xcode 10.1 on Mojave and now my app always asks to use the microphone

廉价感情. 提交于 2019-11-30 11:25:30
I am running a AVAudioSession which I suspect is activating the microphone request, but I only use it for sounds and music. When running Xcode 10.1 Simulator on macOS Mojave , why does it activate a request to access the microphone? I haven't written a single line to even ask access to it. My app doesn't need access to it nor do I want it to. Here's the code to play the music: AVAudioSession *title = [AVAudioSession sharedInstance]; [title setCategory:AVAudioSessionCategoryAmbient error:nil]; [title setActive:YES error:nil]; //MUSIC NSString *path = [[NSBundle mainBundle] pathForResource:@