os-simulator | Operating Systems Simulator
kandi X-RAY | os-simulator Summary
kandi X-RAY | os-simulator Summary
Operating Systems Simulator
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- helper to rebuild the command
- form the process to fit the process
- prepare command
- removes the process associated with a given process
- Estab the size of a block
- Breaks the size of a block into a new array
- Render the algorithm
- Adds a block to the stack
- Plot top - seek algorithm
- Add a new process to the queue
os-simulator Key Features
os-simulator Examples and Code Snippets
Community Discussions
Trending Discussions on os-simulator
QUESTION
NOTE: I know that there are many answers related to these questions, but I've tried each of them, and when I am not able to resolve it with those, I am posting question here. Hence, I request you not to mark it as a duplicate.
I am developing an app with Xcode 13.0 (13A233) on Macbook with an M1 chip. After updating pods to the latest version, the pods are complaining about error
CompileSwiftSources normal arm64 com.apple.xcode.tools.swift.compiler (in target 'Alamofire' from project 'Pods')
and not building for either real devices or simulators.
I'm including the following pods in the project:
- Alamofire
- IQKeyboardManager
- NVActivityIndicatorView
- FillableLoaders
- SQlite.Swift
- SDWebImage
- SwiftDataTables
I've already applied the following solutions for the main project and all pods projects:
- Upon updating pods, clean build folder (using Shift + Command + K)
- Excluding arm64 architecture for 'Any iOS Simulator SDK' from Excluded architectures
- Set 'YES' to 'Build Active Architecture Only'
- There is no field called 'VALID_ARCHS' in the User-Defined section
- Solution provided over Medium
You can see Error details on this screenshot.
Any quick response with a proper solution will be much appreciated. Thank you!
...ANSWER
Answered 2021-Oct-11 at 07:31Remaining solution
1.Remove any architecture related run script from your project of Project target
2.Uninstall and install pods
QUESTION
I was developing a chat app in practice using react-native expo, but when I suddenly executed "expo start" in the usual development flow, the error "could not connect to development server" was displayed.
If you have experienced the same error and know a solution, I would appreciate it if you could help.
Since I was linking with aws-amplify just before, I thought that the one installed due to that relationship was the cause of the error, but since the application starts normally in the browser, only the iOS simulator does not work (Android is in a situation where it downloads endlessly and does not start)
What I tried
1)Delete the cache with expo start -c
2)As the error says, npm start and then reload is repeated.
3)Delete 19000 with the kill command, thinking that it is a port problem. ・ Npm install ・ Rm -rf node_modules / && rm -rf yarn_lock / && yarn install && cd ios && pod install
Nothing worked, I cannot come up with any good idea to solve it. All solutions from the research are failed. What else could I do?
Referenced links
Could not connect to React Native development server on Android
Could not connect to the development server react native ios simulator Node
package.json↓
...ANSWER
Answered 2021-Nov-19 at 03:17I have met exactly the same issue when I am using amplify.
First, you should not only look at the expo console but also the terminal.
If the terminal said there are duplicated files in your project, delete one of them, and clear all cache & restart by expo start -c command.
I guess this issue cause that amplify is smarter than we are, so they automatically create backup files etc, and expo misunderstands them as a duplicated.
However, including deleting cache, this way worked, so I am not 100% sure.
If this solves, I would be happy.
QUESTION
I have written below code which is fetching 3 documents , from that document i want to display only specific filed excluding the other field
...ANSWER
Answered 2021-Aug-15 at 12:59For official node.js MongoDB driver. The syntax for projection is like this
QUESTION
I have a flutter app that ran fine. I run into a problem every once in a while where I cannot run the app.
Usually running flutter clean && flutter pub get && cd ios && pod install && cd ..
would fix the issue. This did not work that time.
The error I get is: https://dsc.cloud/d061d0/output (was too long to put here).
My deployment target is set to 12.3 in Xcode.
The following didn't help:
- https://developer.apple.com/forums/thread/656616
- The iOS Simulator deployment targets is set to 7.0, but the range of supported deployment target version for this platform is 8.0 to 12.1
- https://github.com/firebase/firebase-ios-sdk/issues/6533
- https://github.com/CocoaPods/CocoaPods/issues/10134
Does anyone know how I can fix this?
...ANSWER
Answered 2021-Aug-09 at 19:13Have you tried deleting the Podfile.lock
file before running that command?
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 want to have some XCFrameworks into an umbrella framework or umbrella xcframework using Xcode 12.4 for iOS. I tried all the approaches mentioned in these threads. However, I am not able to get it working for any of the swift classes in my client app.
Note that this works seamlessly with ObjC classes.
XCFramework with static frameworks sub dependencies
Approach 1 - Create .framework
When I build a .framework by adding sub xcframeworks to copy framework build phase, I see that xcframework subprojects are extracted to static libraries ".a" files. I import this .framework in my application which is ObjC + Swift, I get "No such modules" error for all the subprojects in all the swift classes which imports the umbrella framework
Approach 2 - Create .xcframework
When I create a .xcframework with all xcframework sub projects, I get No such module 'XXXX' error in x86_64-apple-ios-simulator.swiftinterface when I use the umbrella framework in the client app
Note that I am linking and embedding the umbrella / xcframework in client app.
Another Thought
Also, when I create a sample app with Xcode 12.4 and import the same umbrella framework/.xcframework, everything works fine. Is this something to do with the client app .xcodeproj created in older versions of XCode ?
...ANSWER
Answered 2021-May-18 at 11:42Some things to try:
Make sure to have
BUILD_LIBRARY_FOR_DISTRIBUTION
set.Link the sub frameworks statically. If you are including the other frameworks using CocoaPods, make sure you specify
use_frameworks! :linkage => :static
.In your source files where you use the sub-frameorks, write
@_implementationOnly import SomeFramework
.
QUESTION
I'm using the Firebase and the SDWebImageSwiftUI module in my SwiftUI 2 app with Xcode 12.3 and Cocoapod 1.10.0 on my Apple M1 MacBook Pro.
As long as I don't integrate the Firebase Analytics module via Cocoapod the app works fine but when I integrate it, I get the same error as the guy here: Xcode 12, building for iOS Simulator, but linking in object file built for iOS, for architecture arm64. His solution also works for me (exclude arm64 architecture for the project and pods).
However now the SDWebImageSwiftUI module (included via swift package manager) is complaining "Could not find module 'SDWebImageSwiftUI' for target 'x86_64-apple-ios-simulator'; found: arm64, arm64-apple-ios-simulator". If I include the module via Cocoapod then the compiler says "No such module "SDWebImageSwiftUI".
Does anyone of you has an idea on what I could do?
Any help is much appreciated
...ANSWER
Answered 2020-Dec-31 at 16:10From the instructions at https://github.com/firebase/firebase-ios-sdk/blob/master/AppleSilicon.md:
When specifying which version of Firebase you'd like in your Podfile, append -M1 to the version. See the following examples:
Explicitly require the special
M1
tagged Firebase version, locked to the exact version. Note that due to the version scheme, you're required to update this manually for each release otherwise you will revert to the official release (ex.7.2.0
instead of7.2.0-M1
).pod 'Firebase/Analytics', '7.2-M1'
Do the same for any other Firebase pod used.
pod 'Firebase/Database', '7.2-M1'
Remember: now you need to manually add -ObjC to avoid a runtime crash. This CocoaPods issue has been fixed in CocoaPods/CocoaPods#10234 and is merged for the upcoming CocoaPods 1.10.1 patch release.
QUESTION
for the last few days, I was trying to figure out how to fix the issues I was having with Amplify for Flutter: error: compiling for iOS 9.0, but module 'Starscream' has a minimum deployment target of iOS 11.0
and Target of URI doesn't exist: 'package:amplify_core/amplify_core.dart'
Things I tried:
Following the tutorial of the doc https://docs.amplify.aws/start/getting-started/setup/q/integration/flutter. That resulted in:
project directory/ios/Pods/AppSyncRealTimeClient/AppSyncRealTimeClient/Connection/AppSyncConnection/AppSyncSubscriptionConnection+ErrorHandler.swift:9:8: error: compiling for iOS 9.0, but module 'Starscream' has a minimum deployment target of iOS 11.0: project directory/build/ios/Debug-iphonesimulator/Starscream/Starscream.framework/Modules/Starscream.swiftmodule/x86_64-apple-ios-simulator.swiftmodule
andCommand CompileSwift failed with a nonzero exit code note: Using new build system note: Building targets in parallel note: Planning build note: Contructing build description
. I uncommented the lineplatform :ios, '9.0'
on Podfile and changed it toplatform :ios, '11.0'
, while also changing the development target to 11 on the projects xcworkspace. The same error happened.Following the tutorial of the doc https://aws.amazon.com/getting-started/hands-on/build-flutter-app-amplify/. That resulted in:
Target of URI doesn't exist: 'package:amplify_core/amplify_core.dart'
when I tried to import the core. Like that, I couldn't use the Amplify() class.Restarting the computer.
Deleting the Amplify folder.
Running
amplify uninstall
, and trying from the start again.Searching other posts on this and other websites.
Running
amplify clean
.
Things to note:
- The Amplify installation, init, and configure steps returned no errors.
- If I delete the Amplify dependencies
amplify_flutter: '<1.0.0' amplify_auth_cognito: '<1.0.0' amplify_analytics_pinpoint: '<1.0.0'
the app runs on the simulator just fine. As soon as I put them back the errors return.
ANSWER
Answered 2021-Feb-03 at 02:51You want to change import 'package:amplify_core/amplify_core.dart'
to import 'package:amplify_flutter/amplify.dart';
then when you add your plugins you'll wanna do it like this Amplify.addPlugins([authPlugin, storage]);
I also ran flutter upgrade
before I did this as well just make sure you save all your changes. You can find more information in there example flutter app
https://github.com/aws-amplify/amplify-flutter/blob/master/example/lib/main.dart
QUESTION
Trying to install and utilize the https://developer.sonos.com/tools/developer-tools/sonos-simulator/
When following the install instructions and trying to install the node package via the npm install command within the directory it fails with a 404 error trying to find node-ssdp as seen from the snippet below:
...ANSWER
Answered 2021-Apr-24 at 21:43I was having a play around with this today, and managed to get it working.
I installed an old (4.x) version of node as this is what the documentation said it worked with (I honestly didn't try anything newer as I couldn't get the simulator to do what I wanted so uninstalled it after).
The main issue was with node-ssdp, as the included package file with the simulator was trying to get it from a repo that no longer exists. After some trial and error, I found that if you edit the package file to specify node-ssdp 2.7.0 (which is the version that was released when the simulator was), the npm install should go through ok. (If you install a newer version the simulator crashes a few seconds after you run it).
Hopefully this helps!
QUESTION
When using the package amplify_api 0.1.0, if the deployment target is anything other than 9.0, iOS app will not build. Removing the API dependency or using ios: 9.0 in the podfile results in a successful build. Anyone know what's wrong or how to fix it?
Here's the output, which includes lots of errors, many of which seem repetitive.
...ANSWER
Answered 2021-Mar-26 at 16:12Adding this to the Podfile did the trick.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install os-simulator
Step2:- sudo apt-get upgrade
Step3:- curl -sL https://deb.nodesource.com/setup_9.x | sudo -E bash -
Step4:- sudo apt-get install -y nodejs
Step5:- Go to Terminal, type npm -v and then node -v, verify that installation is successful.
Step1:- Download Windows Installer (.msi) from here
Step2:- Run the installer(.msi file downloaded in Step1)
Step3:- Click Next, Accept the License Agreement
Step4:- Let the default Destination Folder be as it is, Click Next
Step5:- In Custom Setup, select npm package manager, Click Next
Step6:- Click Install, and then Restart your PC
Step7:- Go to Command Prompt, type npm -v and then node -v, verify that installation is successful.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page