simulator | Simulate gestures for testing purposes
kandi X-RAY | simulator Summary
kandi X-RAY | simulator Summary
Simulate gestures for testing purposes.
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QUESTION
I'm hoping that I can attach a recording of my simulator to this request. I have a list of items that I create a NavigationLink for that call a child view with different data based on a value passed in. The child view is a large horizontal scroll view with pages that support months of the year. DragGesture controls the positioning of the horizontal scroll.
When I transition from the List to the child view it appears almost like it is swooping in from the right and when it transitions back to the parent list view you can see visual from both views appear briefly during the transition.
I believe it has something to do with the GeometryReader and Horizontal Scroll view, but can't figure out how to stabilize it...
The list view is:
...ANSWER
Answered 2021-Jun-14 at 16:02Currently you are using a custom horizontal carousel view(or custom PageTabView etc.), but using TabView with PageTabViewStyle() is easier, unless you want a special animation.
QUESTION
I have an app which compiles and runs fine in older Macs with Intel processors in physical devices & iOS simulators.
The same app also compiles and runs fine from newer Apple Silicon Mac with M1 processor with physical iPhone devices, but, it refuse to be compiled for iOS simulator.
Without simulator support, debugging turn around time gets gets really long so I am trying to solve this issue. Not to mention Xcode preview feature isn't working either which is annoying.
The first error that I encountered without making any changes (but moved from Intel Mac to M1 Mac) is like below.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
The Cocoapods library that I am using is GoogleWebRTC, and according to its doc, arm64 should be supported so I am baffled why above error is getting thrown. As I have said before, it compiles fine in real device which I believe is running on arm64.
According to the doc..
This pod contains the WebRTC iOS SDK in binary form. It is a dynamic library that contains the armv7, arm64 and x86_64 slices. Bitcode is not supported. Our currently provided API’s are Objective C only.
I searched online and it appears there appears to be 2 workarounds for this issue.
- The first one is by adding
arm64
toExcluded Architectures
- The second option is to mark
Build Active Architecture Only
forRelease
build.
I don't exactly understand if above are necessary even when I am compiling my app on M1 Mac which is running under arm64 architecture, because the solution seems to be applicable only for for Intel Mac which does not support arm64 simulator, as for Intel Mac, simulators might have been running in x86_64, not with arm64, so solution #1 is not applicable in my case.
When I adapt the second change only, nothing really changes and the same error is thrown.
When I make both changes and tried building, I now get the following 2nd error during build. (not really 100% sure if I solved the 1st error / I might have introduced 2nd error in addition to 1st by adapting two changes)
Could not find module 'Lottie' for target 'x86_64-apple-ios-simulator'; found: arm64, arm64-apple-ios-simulator
The second library that I am using is lottie-ios and I am pulling this in with a swift package manager. I guess what is happening is that because I excluded arm64
in build setting for iOS simulator, Xcode is attempting to run my app in x86_64
. However, library is not supported running in x86_64
for some reason, and is throwing an error. I don't have much insights into what dictates whether or not library can run in x86_64 or arm64 so I couldn't dig to investigate this issue.
My weak conclusion is that GoogleWebRTC
cannot be compiled to run in iOS simulator with arm64
for some reason (unlike what its doc says), and lottie-ios
cannot be compiled to run in iOS simulator with x86_64
. So I cannot use them both in this case.
Q1. I want to know what kind of changes I can make to resolve this issue...
The app compiles and runs perfectly in both device & simulator when compiled from Intel Mac. The app compiles and runs fine in device when compiled from Apple Silicon Mac. It is just that app refuse to be compiled and run in iOS simulator from Apple Silicon Mac, and I cannot seem to figure out why.
Q2. If there is no solution available, I want to understand why this is happening in the first place.
I really wish not to buy old Intel Mac again just to make things work in simulator.
...ANSWER
Answered 2021-Mar-27 at 20:15Answering my own question in a hope to help others who are having similar problems. (and until a good answer is added from another user)
I found out that GoogleWebRTC actually requires its source to be compiled with x64
based on its source depo.
For builds targeting iOS devices, this should be set to either "arm" or "arm64", depending on the architecture of the device. For builds to run in the simulator, this should be set to "x64".
https://webrtc.github.io/webrtc-org/native-code/ios/
This must be why I was getting the following error.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
Please correct me if I am wrong, but by default, it seems that Xcode running in Apple M1 silicon seems to launch iOS simulator with arm
arch type. Since my app did run fine on simulators in Intel Mac, I did the following as a workaround for now.
- Quit Xcode.
- Go to Finder and open Application Folder.
- Right click on Xcode application, select
Get Info
- In the "Xcode Info Window" check on
Open using Rosetta
. - Open Xcode and try running again.
That was all I needed to do to make my app, which relies on a library that is not yet fully supported on arm simulator, work again. (I believe launching Xcode in Rosetta mode runs simulator in x86 as well..?? which explains why things are working after making the above change)
A lot of online sources (often posted before M1 Mac launch on Nov/2020) talks about "add arm64 to Excluded Architectures
", but that solution seems to be only applicable to Intel Mac, and not M1 Mac, as I did not need to make that change to make things work again.
Of course, running Xcode in Rosetta mode is not a permanent solution, and Xcode slows down lil bit, but it is an interim solution that gets things going in case one of libraries that you are using is not runnable in arm64 simulator.. yet.
QUESTION
I just updated macOS Big Sur 11.3 today. Nothing is weird until I open Xcode and run my app in simulator. The app launch is becoming veryyy slow and sometimes it crash when there is background thread like URLSession. I have xcode 12.5 before in macOS 11.2.1 and no problem with debugging dan running in simulator.
These are what I have done so far but still no luck:
- Try create new blank project, problem still exist
- Clean derived data
- Clean project
- Force quit xcode.
- Restart macbook
These are my assumtion of solution but still have no chance to do right now:
- Reinstall iOS 14 simulator/ install another simulator with different OS version (I will try this when I am in somewhere with high speed internet connection)
- Reinstall xcode (Still no high speed internet connection)
- Downgrade macOS and xcode (Still no high speed internet connection)
- Install di real device (I have no single iphone)
Have you experience this? How to solve this problem? I have not tested in real device because I don't have iOS device.
...ANSWER
Answered 2021-Jun-14 at 08:34This is already discussed in Apple Developer Forum lately. Still not sure what’s going on here, but some people pointed out about dyld being slowed down after macOS Big Sur 11.3. So this has nothing to do with Xcode. All Xcode version in macOS 11.3 (maybe) get affected with this issue. Apple should release macOS update to resolve this issue.
In my case, this issue only appear in Simulator. It is normal in real device. My advice is try to run it in real device and wait for Apple to fix this. But if you only can run your app in Simulator, you should untick/uncheck the debug executable option in Edit Scheme -> Run
Update: The downside of uncheck the debug executable is you are no longer use debugger. So some feature like breakpoint will not work.
Update: Some people with macOS Big Sur 11.4 also reporting that this issue still exist.
Update: This bug has been fixed in macOS Monterey Beta and Xcode 13 Beta.
QUESTION
I can not choose a date in iOS, is there any known problem with RadDataForm DatePicker?
Check it out it has some strange kind of opening. User can not understand where to click or how to turn back again.
- iPhone 8 simulator with iOS 14.3
- nativescript-ui-dataform: 7.0.4
- IPHONEOS_DEPLOYMENT_TARGET = 13
It can display the date but I cannot change the date.
- Click on datepicker
- Jumps to bottom of the page below
- Scroll back to up
- Click on an empty area
When I click on the empty area I can see the calendar.
NOTE: I don't have problems with other Pickers, Stepper, or Switches. Just DatePicker does not work.
...ANSWER
Answered 2021-Feb-03 at 17:10The iOS 14 date and time pickers implementations work not good at least for now. As a solution, I use the old "inline/wheel" style of date/time picker. You can do it this way:
QUESTION
I set system images for UIButtons and also in the tab bar. This works for iOS 14, but on iOS 13 the images are missing.
What could be the reason, for the system images to be missing on iOS 13?
Details:
I have a button with the image property set to "square.and.arrow.up" in the storyboard. (See screenshot below) The image appears on iOS 14, but not on iOS 13 (see screenshot below. Simulators overlapping)
Similar behaviour occurs for the tab bar items. (see other screenshot below)
Xcode is 12.5, MacOS 11.2.3, iOS Simulators 13.6 and 14.5. This happens on the devices too, not only in simulators.
The SF Symbols App claims that the icon is available since iOS 13+.
Any help is appreciated :-)
...ANSWER
Answered 2021-Jun-12 at 07:09It seems like a bug 🐞.
✅ Use this bug as a feature!Although it is a bug, it's a very good practice to always have a fallback for these kinds of ongoing stuff.
So try to export the symbol (File -> Export..) and import it as an asset to the assets catalog.
Note that although Xcode supports imported symbols, you may consider using a separated icon file (like a PDF) for older iOS devices.
Besides it is more reliable, it will bring some other benefits to your project:
1. Backward compatibilitySince it uses the embedded assets in the bundle, they can be used even in iOS 12 and below.
2. Forward compatibility!All versions of SF Symbols.app have come out as a beta app and Apple is constantly changing the conventions and rules and other aspects of creating and using these symbols.
For example, take a look at this naming convention:
As you can see, The name of this symbol is changed from iOS 15, and old codes will not show this in the future!
3. Wider supportYou can use these exported symbols where there is no direct support for using symbols (like UIApplicationShortcutItem
when it wasn't supported in the early versions and here is the full example)
So it is a good choice to always have backups of symbols and fall back to them if something went wrong...
QUESTION
I have a watch app with complications. Updating the complication on a watch face did work for a long time, but stopped recently, maybe due to a watchOS update.
The reason is that the activeComplications
property of the CLKComplicationServer.sharedInstance()
is nil
, although my complication placeholder is shown on the watch face (device & simulator).
The code could not be simpler:
...ANSWER
Answered 2021-Jun-11 at 18:26My bad: I solved the problem 4 years ago, but forgot the solution during refactoring of the app.
Actually I don’t know if this is a solution, a workaround or a hack:
I suspect that the CLKComplicationServer
or its CLKComplicationDataSource
, i.e. the ComplicationController
, is not correctly initialized if ComplicationController.shared
is executed anywhere in the code. If not, the ComplicationController
is correctly initialized by the CLKComplicationServer
.
Therefore, one cannot call any function in the ComplicationController
, e.g. to update complications. Instead one can send a notification to the ComplicationController
that executes the requested function. Of course, one has to ensure that the ComplicationController
is already initialized and registered to receive such a notification before it is posted.
If so, CLKComplicationServer.sharedInstance().activeComplications
is no longer nil
, and the complication update works.
QUESTION
It is very new to me see this problem which started happening recently. Previously my app used to work fine on the iOS simulator by running this command react-native run-ios
. Now I have done a lot of research and made my app run via XCode. But somehow the metro bundler is not linked when the app runs via XCode.
I tried running the app via react-native run-ios
and every time I am seeing this error. It is too big to copy paste every error here, but here are some of them:
ANSWER
Answered 2021-May-03 at 23:46I am guessing all third party Pods will need to update their RN Pod Specs to use XCFrameworks
. That's what I just did and it seems to work ok.
This means that you, as an RN package user, you will either need to wait for the package authors to update their podspecs to use XCFrameworks
or add a build config that excludes the 'arm64' arch (but then will not work on M1 macs).
Alternatively, you can visit the node_modules//thrid-party.podspec
and update it yourself. But that means you will need to build the XCFrameworks
yourself too. So.....
QUESTION
I want to build my Xcode project (react native & swift) for the simulator and on a real device.
The simulator worked great. Today I tried to build it for my device, I selected my device in the Xcode bar and added the scheme to release (I had to do this because I'm using react native and otherwise the bundle is not packed)
Then an error during the build occurs (in this case for the dependency RNPurchases, but this is completely random. sometimes it's Expo-Keep-Awake or Facebook)
...ANSWER
Answered 2021-Mar-31 at 10:59Go to xcode project -> Build setting -> Architecture -> Excluded architecture -> (arm64)set
Try to build & run
QUESTION
ANSWER
Answered 2021-Jun-10 at 19:09Here is the approach using UILayoutGuide
"spacers" for the equal vertical spacing, with the missing / corrected code:
QUESTION
I would like to create a custom UIView
which uses/offers a IntrinsicContentSize, since its height depends on its content (just like a label where the height depends on the text).
While I found a lot of information on how to work with IntrinsicContentSize offered by existing Views, I found just a few bits on how to use IntrinsicContentSize on a custom UIView
:
ANSWER
Answered 2021-Jun-10 at 17:22Trying to change the view's height from inside draw()
is probably a really bad idea.
First, as you've seen, changing the intrinsic content size does not trigger a redraw. Second, if it did, your code would go into an infinite recursion loop.
Take a look at this edit to your class:
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