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Rapidly prototype and test builds of your app during the development process using Simulator.

Simulator Documentation

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Hello everyone!This problem first appeared when I updated Xcode 6.1 to version 6.2.At that point, the system let me keep 6.1 and install 6.2 additionally, which I decided to go for.While using Xcode 6.2, though, I wasn't able to select any iOS simulators to run my apps on.They still appeared in Window -> Devices, though, and I was still able to open the iOS Simulator App manually and choose from the devices.I just couldn't transfer any more apps.Well, I thought there must have been a bug with the installation. So I deleted both, Xcode 6.1 and 6.2 and installed 6.2 again.But this didn't help. I decided to wait for updates that may fix this problem, but even upgrading to 6.3 didn't help, nor did upgrading to 6.4.Does anyone know how to fix this? Have I somehow messed with system folders when I accepted to keep 6.1 while installing 6.2?Many thanks in advance,Greetings,Shu
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Greetings all,I am having trouble understanding the syntax of the simctl subcommand as there doesn't seem to be any man page for simctl and no documentation on any Apple page or elsewhere.Usage: simctl [--noxpc] [--set <set path>] <subcommand> ... | help [subcommand] Command line utility to control the iOS SimulatorWhat does --noxpc and more importantly, "--set <set path>" do?Please clarify what setting path will do with an example if possible.Cheers,-Patrick
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Hi Guys,I have a Xamarin Forms Application running in visual studio, I connect to my MacMini to run an IOS simulator version 10.3I am using Xamarin Auth to authenticate against Google.My android application has no problem saving the Refresh Token in the Key Store, but my IOS Application does not store the Refresh Token In the KeyChain. I am using the Xamarin Auth API Account Store object to store the account information.I am not sure if I need a developer certificate , or If i need to add something in the Entitlement.plist or add something in the Info.plist.Please help me I am a bit lost and new to IOS development.Like I said my code stores in the account information when I test it on an Android Device, but If I run the code on the IOS simulator it does notstore it.Again I am using Visual Studio 2017 connecting to a MacMini and running an IOS simulator version 10.3 to test the application.Any insight or thoughts or suggestions would greatley assist me in this matter , google is not much help 😢Thank you all for reading this.Kind RegardsAZ
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Xcode 9.3, Swift 4.1 I have written an application for IOS (using swift) with an ObjectiveC Framework (called SolarMaxIosFramework), This framework is made with reused classes from a previous project on Mac (Objective C) This new application works fine on simulator, and as soon as I want to execute on my Iphone (real), I get an error message and this app is not launched. These errors can be resumed as follows: dyld`__abort_with_payload: 0x1016162f0 <+0>: mov x16, #0x209 0x1016162f4 <+4>: svc #0x80 -> 0x1016162f8 <+8>: b.lo 0x101616310 ; <+32> Thread 1: signal SIGABRT dyld`abort_with_payload_wrapper_internal: ... 0x101615acc <+96>: bl 0x1016162f0 ; __abort_with_payload -> 0x101615ad0 <+100>: bl 0x1016164c4 ; getpid Thread 1: signal SIGABRT dyld`abort_with_payload: Thread 1: signal SIGABRT 0x101615af0 <+0>: stp x29, x30, [sp, #-0x10]! 0x101615af4 <+4>: mov x29, sp 0x101615af8 <+8>: bl 0x101615a6c ; abort_with_payload_wrapper_internal dyld`dyld::halt: Thread 1: signal SIGABRT dyld`dyld::_main: ... 0x1015ef4c8 <+7148>: bl 0x1015ec1dc ; dyld::halt(char const*) -> 0x1015ef4cc <+7152>: mov x20, x0 Thread 1: signal SIGABRT dyld`_dyld_start: 0x1015e9218 <+64>: bl 0x1015e9260 ; dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*, unsigned long*) -> 0x1015e921c <+68>: mov x16, x0 Thread 1: signal SIGABRT I have tried to record my framework in the bundle but it did not work Some post speak about declaring this framework as embeded , but I do not know how to do so Thanks for your help
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Xcode 9.4.1 on MacOS 10.13.6 does not recognize iphone (iOS 11.4.1), hence "No devices connected to 'My Mac'".Even Window -> Devices and Simulators, there are no devices.But the iphone device is recognized on USB device list.Could you suggest how I can fix this problem or what I did wrong?Also, I have noticed that the system report of MacOS says the version of the iOS on the USB is 7.0.2.But the iOS version is iOS 11.4.1. Is this normal?Thanks.
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Hi All,I've got the new 2018 MacBook Pro 15" (15,1) running High Sierra 10.13.6 and the Xcode 10.0 (10A255) release version and am having the following recurring issue.I've got an iOS project that I'm running in the simulator. In this case I'm actually running XCTests. The total tests run for about 4 seconds.At this point, Xcode looks like it's idle, but my fans spin up to full speed and Activity Monitor shows me: diagnosticd 170% cpu diagnosticd 82% cpu notifyd 78% cpu SpringBoard 78% cpuSometimes it shows diagnosticd higher like 350% CPU, but always diagnosticd is the highest.The computer doesn't seem to be doing anything. Both Xcode and Simulator are responsive.If I close the simulator, these disappear and the fans spin back down.This happens 100% of the time with the iPhone XR simulator, but doesn't seem to happen at all with any of the others, including the XS and XS Max.Anyone else seeing this?
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Reformatted harddrive on my MBP and installed latest versions of XCode 10.1 and macOS Mohave 10.14.1 and started up XCode, opened my project and connected my iphone and I get a prompt to install software update ... select install and it fails with:"Installation Failed. Can't install the sofwatre becuase it is not currently available from the Sofwatre Update server."Running latest iOS on my iphone X ...What now?Can't seem to find any solutions other than issues with beta software ... is the server down today?cheers-m
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Hello Developers .So I created an app that download Instagram videos to Photo Library , afterall I got this"Guideline 5.2.3 - Legal - Intellectual PropertyYour app allows users to save or download music, video, or other media content without authorization from the relevant third-party sources.Specifically, your app allows users to download video from Instagram...."I submitted an apeal caliming that Instagram already provides a "Developer API" for such things . And users are able to make their account "Private" and also my app got rejected ?I googled this issue and found similar situations , but without any solution . I am confused because there are many apps in the Appstore that has the same functionality and yet they havent been rejected , or remeoved ..Thanks in advance .
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I am trying to test a Siri Intent I put in an app, but when I run simulator it doesn't seem to be able to pick up my voice. I click Siri and speak but nothing happens and the sound wave remains level. Are there settings I need to change to allow for Siri in Simulator to pick up audio? I'm running version 10.2 of simulatorThanks!
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Hi there,Xcode takes a lot of free space on my SSD therefore I installed it on my external HDD.But when I tried to download any of iOS simulators in Xcode preference I noticed that it was still downloaded on my SSD.Could you please tell how can I change iOS simulator directory? In terminal, anywhere else?
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My test HTTP server uses a certificate signed by my self signed CA certificate.In order for my iOS device to connect to this server I need to install my CA's root certificate. I've been using recommendations here, https://developer.apple.com/library/archive/qa/qa1948/_index.html, to successfully install the CA root certificates on iOS devices and simulators for several years.However with iOS 13, I don't seem to be able to install the CA certificate on iOS simulators any more. Still works on iOS 13 devices. When I drag my CA's .cer file onto an iOS simulator Safari opens an appears to start to load the file. However, the Settings app does not get opened and if I open the Settings app I no longer see my certificate listed under General / Profiles.Is this a bug? Has the procedure for installing certificates to a simulator changed? Is anyone else running this issue?Thanks.
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After the upgrade to Xcode 11, an existing app that once was debuggable on device can no longer be installed and debugged on device. It is failing with an unknown error. Same failure occurs on Xcode 11.2.1 and Xcode 11.3 beta. App debugging on SImulator works fine.This is not reporting a codesign or provisioning failure (I've seen those in the past). I'm hoping someone can help narrow down the culprits.DetailsUnable to install "NameOfMyApp"Domain: com.apple.dtdevicekitCode: -402620415--App installation failedDomain: com.apple.dtdevicekitCode: -402620415Failure Reason: An unknown error has occurred.User Info: { DVTRadarComponentKey = 487927; "com.apple.dtdevicekit.stacktrace" = ( 0 DTDeviceKitBase 0x000000012692a6e7 DTDKCreateNSError + 109 1 DTDeviceKitBase 0x000000012692ade9 DTDK_AMDErrorToNSError + 792 2 DTDeviceKitBase 0x000000012696a56a __90-[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:]_block_invoke + 164 3 DVTFoundation 0x000000010b4ea156 DVTInvokeWithStrongOwnership + 73 4 DTDeviceKitBase 0x000000012696a301 -[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:] + 1589 5 IDEiOSSupportCore 0x00000001267f2a25 __118-[DVTiOSDevice(DVTiPhoneApplicationInstallation) processAppInstallSet:appUninstallSet:installOptions:completionBlock:]_block_invoke.352 + 4523 6 DVTFoundation 0x000000010b61b3ba __DVT_CALLING_CLIENT_BLOCK__ + 7 7 DVTFoundation 0x000000010b61ca92 __DVTDispatchAsync_block_invoke + 809 8 libdispatch.dylib 0x00007fff590635f8 _dispatch_call_block_and_release + 12 9 libdispatch.dylib 0x00007fff5906463d _dispatch_client_callout + 8 10 libdispatch.dylib 0x00007fff5906a8e0 _dispatch_lane_serial_drain + 602 11 libdispatch.dylib 0x00007fff5906b396 _dispatch_lane_invoke + 385 12 libdispatch.dylib 0x00007fff590736ed _dispatch_workloop_worker_thread + 598 13 libsystem_pthread.dylib 0x00007fff592a4611 _pthread_wqthread + 421 14 libsystem_pthread.dylib 0x00007fff592a43fd start_wqthread + 13);}--
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Am trying to add 11.x ios simulator in XCode 11.3. Gets through the download step, then just hangs on the install step, no progress made. After some googling, found out that the downloads go to ~/Library/Caches/com.apple.dt.Xcode/Downloads directory, and I do see two images in there (plus some other file):-rw-r--r--@ 1.9G Jan 7 11:18 com.apple.pkg.iPhoneSimulatorSDK11_0-11.0.1.1508875951.dmg-rw-r--r--@ 2.0G Jan 7 13:27 com.apple.pkg.iPhoneSimulatorSDK11_4-11.4.1.1527703358.dmg-rw-r--r-- 60K Jan 7 13:40 245b1dfeeb10ec6e5367d977f7d25489f9996b13.dvtdownloadableindexBut unable to do the install. Progress bar just stuck. Have restarted XCode (have to force quit due to sumulator install in progress) and rebooted laptop, no luck. Any advice?
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I have an iphone xs running public beta 13.5. I have tried running an app I've been working on on my phone and I keep getting a "Failed to prepare this device for deployment" error. I have tried with both the app store version of xcode as well as xcode beta 11.5 beta 2 (11N605f). I'm also using the free provisioning account. Any help getting the app to deploy would be appreciated.
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I have a camera app. I want to test it in the simulator I can't succeed to do this. I read it was simply not possible. I cannot believe that Apple does not grant access to the camera of the Host Mac from its iOS simulator How this could even be possible? At the price we pay for such material.... does the simulator able to use an externally USB connected camera ?
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I'm working on an app that makes use of both regular (visible) push notifications and silent push notifications. Both types are working fine on a device, but only the regular type is working in the simulator. I'm sending the same test payloads to both the device and simulator. To be more specific, I use this payload for a silent push notification: { 	"aps": { 		"content-available": 1 	}, 	"Simulator Target Bundle": "com.mycompany.MyApp" } And I try to send this payload to the simulator with this command: xcrun simctl push booted com.mycompany.MyApp silent.apns As far as I can see, the app in the simulator does not respond to this silent push notification, but the app on a device does when running both in the foreground and background. Is this a known issue? If so, has anybody been able to get this to work? Or are silent push notifications just not supported on the simulator (yet)?
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I recently got a new MacBook and I'm trying to get my projects up and running on it. When I run on an iOS 14.2 device, it works fine. But whenever I try 13.7 or lower it won't let me run and this error pops up Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed I would like this to work so I can test on older devices on this laptop. Note: I got the new M1 chip MacBook so if that could be an issue please do let me know.
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I am experiencing an issue where my Mac's speakers will crackle and pop when running an app on the Simulator or even when previewing SwiftUI with Live Preview. I am using a 16" MacBook Pro (i9) and I'm running Xcode 12.2 on Big Sur (11.0.1). Killing coreaudiod temporarily fixes the problem however this is not much of a solution. Is anyone else having this problem?
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Hi I have an larger app with scrollable elements (table views, textviews, collection views, map .. ). I purchased a Mac mini with M1 processor, and with the latest Xcode, I can't swipe with the simulator. It lags, so I can drag with the Magic Mouse, but the swipe gesture is not recognised properly. For the system apps (settings for example) it works. For any simple app, it does not. Has anyone faced this issue?
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I have recently started Beta Testing my SwiftUI App on my iPhone 6s, previously I was testing it on the iPhone 12 Simulator. While Testing on the Real Device I encountered issues like: CPU going past 98% Really Laggy ScrollView Tab Bar Freezes Randomly Since My app is going to go in Production State in a few days, Since this is my first iOS App as well, I am not too sure if these issues are because of SwiftUI, my Phone or what, I have asked Apple Support but, haven't received a response so far. My App Stats: Lines of Code: ~1,500 CPU Usage on Simulator: Max. 10% Bundle Size: 2MB RAM Max. on Simulator: 32.3mb
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