IPhone emulator Archives

IPhone emulator Archives

iPhone emulator Archives

iPhone emulator Archives

iOS Platform Guide

This guide shows how to set up your SDK development environment to deploy Cordova apps for iOS devices such as iPhone and iPad, and how to optionally use iOS-centered command-line tools in your development workflow. You need to install the SDK tools regardless of whether you want to use these platform-centered shell tools or cross-platform Cordova CLI for development. For a comparison of the two development paths, see the Overview. For details on the CLI, see Cordova CLI Reference.

Requirements and Support

Apple® tools required to build iOS applications only run on the OS X operating system on Intel-based Macs. Xcode® 8.0 (the minimum required version) runs only on OS X version 10.11.5 (El Capitan) or greater, and includes the iOS 10 SDK (Software Development Kit). To submit apps to the Apple App Store℠ requires the latest versions of the Apple tools.

You can test many of the Cordova features using the iOS simulator installed with the iOS SDK and Xcode, but you need an actual device to fully test all of the app's device features before submitting to the App Store. The device must have at least iOS 9 installed, the minimum iOS version supported since the release of cordova-ios v4.4.0.

Installing the Requirements


There are two ways to download Xcode:

  • from the App Store, available by searching for "Xcode" in the App Store application.

  • from Apple Developer Downloads, which requires registration as an Apple Developer.

Once Xcode is installed, several command-line tools need to be enabled for Cordova to run. From the command line, run:

Deployment Tools

The ios-deploy tools allow you to launch iOS apps on an iOS Device from the command-line.

To install it, run the following from command-line terminal:

Project Configuration

Installing Xcode will mostly set everything needed to get started with the native side of things. You should now be able to create and build a cordova project. For more details on installing and using the CLI, refer to Create your first app guide.

Deploying to Simulator

To preview the app in the iOS simulator:

  1. Open the workspace file () from Xcode, or from the command line:

  2. Make sure the project is selected in the left panel (1).

  1. Select the intended device from the toolbar's Scheme menu, such as the iPhone XR Simulator as highlighted in (2)

  2. Press the Run button (3) in the same toolbar to the left of the Scheme. That builds, deploys, and runs the application in the simulator. A separate simulator application opens to display the app:

Only one simulator may run at a time, so if you want to test the app in a different simulator, you need to quit the simulator application and run a different target within Xcode.

Xcode comes bundled with simulators for the latest versions of iPhone and iPad. Older versions may be available from the Xcode → Preferences... → Components panel.

Deploying to Device

For details about various requirements to deploy to a device, refer to the Launch Your App On Devices section of Apple's About App Distribution Workflows. Briefly, you need to do the following before deploying:

  1. Create a Provisioning Profile within the iOS Provisioning Portal. You can use its Development Provisioning Assistant to create and install the profile and certificate Xcode requires.

  2. Verify that the Code Signing Identity setting within the Code Signing section within the build settings is set to your provisioning profile name.

To deploy to the device:

  1. Use the USB cable to plug the device into your Mac.

  2. Select the name of the project in the Xcode window's Scheme drop-down list.

  3. Select your device from the Device drop-down list. If it is plugged in via USB but still does not appear, press the Organizer button to resolve any errors.

  4. Press the Run button to build, deploy and run the application on your device.

Signing an App

First, you should read through the Code Signing Support Page and the App Distribution Workflows.

Using Flags

To sign an app, you need the following parameters:

Code Sign IdentityCode signing identity to use for signing. It can be created with Xcode and added to your keychain. Starting with Xcode 8 you should use both for and .
Development TeamThe development team (Team ID) to use for code signing. You would use this setting and a simplified Code Sign Identity (i.e. just 'iPhone Developer') to sign your apps, you do not need to provide a Provisioning Profile.
Packaging TypeThis will determine what type of build is generated by Xcode. Valid options are (the default), , , and .
Provisioning Profile(Optional) GUID of the provisioning profile to be used for manual signing. It is copied here on your Mac: . Opening it in a text editor, you can find the GUID which needs to be specified here if using manual signing.
Code Sign Resource Rules(Optional) Used to control which files in a bundle should be sealed by a code signature. For more details, read The OS X Code Signing In Depth article
Automatic Provisioning(Optional) Enable to allow Xcode to automatically manage provisioning profiles. Valid options are (the default) and .

Using build.json

Alternatively, you could specify them in a build configuration file () using the argument to the same commands. Here's a sample of a build configuration file:

For automatic signing, where provisioning profiles are managed automatically by Xcode (recommended):

For manual signing, specifying the provisioning profiles by UUID:

Xcode Build Flags

If you have a custom situation where you need to pass additional build flags to Xcode you would use one or more options to pass these flags to . If you use an built-in flag, it will show a warning.

You can also specify a option in above (the value for the key is a string or an array of strings).


For details on the debugging tools that come with Xcode, see this article and this video.

Open a Project within Xcode

Cordova for iOS projects can be opened in Xcode. This can be useful if you wish to use Xcode built in debugging/profiling tools or if you are developing iOS plugins. Please note that when opening your project in Xcode, it is recommended that you do NOT edit your code in the IDE. This will edit the code in the folder of your project (not ), and changes are liable to be overwritten. Instead, edit the folder and copy over your changes by running .

Plugin developers wishing to edit their native code in the IDE should use the flag when adding their plugin to the project via cordova plugin add. This will link the files so that changes to the plugin files in the platforms folder are reflected in your plugin's source folder (and vice versa).

Once the ios platform is added to your project and built using , you can open it from within Xcode. Double-click to open the file or open Xcode from your terminal:

The screen should look like this:

Platform Centered Workflow

cordova-ios includes a number of scripts that allow the platform to be used without the full Cordova CLI. This development path may offer you a greater range of development options in certain situations than the cross-platform cordova CLI. For example, you need to use shell tools when deploying a custom Cordova WebView alongside native components. Before using this development path, you must still configure the SDK environment as described in Requirements and Support above.

For each of the scripts discussed below, refer to Cordova CLI Reference for more information on their arguments and usage. Each script has a name that matches the corresponding CLI command. For example, is equivalent to .

To get started, either download the cordova-ios package from npm or Github.

To create a project using this package, run the script in the folder:

To run the app, use the script in the folder:

The created project will have a folder named inside that contains scripts for the project-specific Cordova commands (e.g. , , etc.).

To install plugins in this project, use the Cordova Plugman Utility.


Refer to this article for instructions to upgrade your version.

(Mac®, OS X®, Apple®, Xcode®, App Store℠, iPad®, iPhone®, iPod® and Finder® are Trademarks of Apple Inc.)

Источник: [https://torrent-igruha.org/3551-portal.html]
, iPhone emulator Archives

How to run iOS app on another Mac's iOS Simulator

How to Archive for iOS simulator?

Usually you won't archive iOS app for simulator use, unless... your client suddenly tell you that his iPhone is broken and undergoing repair, but hey he has a Mac that can run Xcode and also iOS simulator and he still want to test your app! Of course you wouldn't want to send the full source code over before client paid you in full. So how do you send him the build to test without sending the source code over?

As per Apple documentation,

Applications built for the simulator cannot be archived

Fortunately, there's a way to send the compiled build so your client can run the compiled build without him having to build from the source code.

Update (October 2018)

honeyeeb mentioned a faster way that we can use the compiled app in the 'Products' folder, send this to colleague/client and ask them to drag and drop it into iOS Simulator.

After building the app, go to the left side navigator bar, select Products > appName.app, right click it and select 'Show in Finder'.

Finder will show the .app file and you can send the file to your colleague / client.

Thanks for the suggestion honeyeeb! 😆

1. Locate your iOS Simulator folder in Finder

Open terminal, and run , you will see a list of simulator device and their UDID inside square brackets.

I will be using iPhone SE (iOS 11.2) as the selected simulator device for this tutorial, the corresponding UDID for it is "18BF1A2D-15C2-40E2-80A6-0CB87D2B56D4".

The folder containing the simulator data will be located at
In Finder, press + + , and enter the path.

2. Build your app and locate its data folder

Before building your app, I recommend deleting all other existing app you have built previously on the simulator so that you can find your app data folder easier in the next step.

Proceed to build your app as usual in Xcode, my app name is "exampleApp" for this tutorial.

After building, open Finder and proceed to the simulator folder path

In your simulator folder, locate to , here you will see the folder for the apps you have built in the simulator.

To find the folder containing your app, you have to open one by one until you found your app name inside, like this :

Compress the app and send the zip file to your client.

For easier instruction, ask your client to unzip the compressed file at Desktop folder.

3. Instruction for clients

Below are the instruction for clients:
Open Xcode, then start iOS Simulator by choosing Xcode > Open Developer Tool > Simulator.

In Simulator, select the device you want.

Simply drag and drop the app file into the Simulator :

The app should install on the simulator successfully, rejoice!

Send this link to your client for reference if needed : https://fluffy.es/how-to-archive-ios-app-for-simulator/#client

Tired of fighting with Auto Layout constraints? Why is it so hard to make a layout to work?! Would using code for UI and constraints make it easier? (No, not really)

If you want to understand Auto Layout fundamentally (instead of just following youtube tutorials implementing a very specific layout which might not apply to your app), check out my book Making Sense of Auto Layout, with practical case study!

“dude… wow… good job on this Auto Layout book! One of the best explanations I’ve read!” – Alex Kluew
Источник: [https://torrent-igruha.org/3551-portal.html]
iPhone emulator Archives

Simulator User Guide

Important: The information in this document is deprecated in Xcode 9. For Xcode 9 and later, see Simulator Help by choosing Help > Simulator Help in Simulator.

Simulator app, available within Xcode, presents the iPhone, iPad, or Apple Watch user interface in a window on your Mac computer. You interact with Simulator by using the keyboard and the mouse to emulate taps, device rotation, and other user actions.

The chapter presents the basics of using Simulator. You can perform these steps using your own iOS app or, if you do not have an app to use, with the HelloWorld sample code. For more detailed information on interacting with Simulator and using it to test and debug your apps, refer to the later chapters in this guide.

Access Simulator from Xcode

There are two different ways to access Simulator through Xcode. The first way is to run your app in Simulator, and the second way is to launch Simulator without running an app.

Running Your iOS App

When testing an app in Simulator, it is easiest to launch and run your app in Simulator directly from your Xcode project. To run your app in Simulator, choose an iOS simulator—for example, iPhone 6 Plus, iPad Air, or iPhone 6 + Apple Watch - 38mm—from the Xcode scheme pop-up menu, and click Run. Xcode builds your project and then launches the most recent version of your app running in Simulator on your Mac screen, as shown in Figure 1-1.

Note: If you are testing an app with a deployment target of iPad, you can test only on a simulated iPad. If you are testing an app with a deployment target of iPhone or universal, you can test on either a simulated iPhone or a simulated iPad.

Running Your watchOS App

To run your WatckKit app, choose a combination of an iOS device and watchOS device from the Xcode scheme pop-up menu. For example, to run the watch app in a 38mm watch paired with an iPhone 6, choose "iPhone 6 + Apple Watch - 38mm" from the scheme pop-up menu.

Running the WatchKit target launches two simulators, one for the iOS device and one for the watchOS device. Figure 1-2 shows an iPhone 6 and a 42mm watch running in two different simulators.

Running Your tvOS App

To run your tvOS App, choose a tvOS device from the Xcode scheme pop-up menu. Running the tvOS target launches the most recent version of your app in a simulated new Apple TV device, as shown in Figure 1-3.

Launching Simulator Without Running an App

At times, you may want to launch Simulator without running an app. This approach is helpful if you want to test how your app launches from the Home screen of a device or if you want to test a web app in Safari on a simulated iOS device.

To launch a Simulator without running an app

  1. Launch Xcode.

  2. Do one of the following:

    • Choose Xcode > Open Developer Tool > Simulator.

    • Control-click the Xcode icon in the Dock, and from the shortcut menu, choose Open Developer Tool > Simulator.

To launch a watchOS Simulator without running an app

  1. Launch Xcode.

  2. Do one of the following:

    • Choose Xcode > Open Developer Tool > Simulator (watchOS).

    • Control-click the Xcode icon in the Dock, and from the shortcut menu, choose Open Developer Tool > Simulator (watchOS).

Simulator opens and displays the Home screen of whichever simulated device was last used.

View the Installed Apps

From the Home screen, you have access to all of the apps that are installed in the simulation environment. There are two ways to access the Home screen in Simulator from your app:

  • Press Command-Shift-H.

  • Choose Hardware > Home.

Use the installed apps to test your app’s interaction with them. For example, if you are testing a game, you can use Simulator to ensure that the game is using Game Center correctly.

iOS Device Home Screen

Much like the Home screen on an iOS device, the simulator’s iOS Home screen has multiple pages. After clicking the Home button (or accessing the Home screen through the Hardware menu), you arrive at the second page of the Home screen. To get to the first page, where all of the preinstalled apps are found, swipe to the first Home screen by dragging to the right on the simulator screen.

On the Home screen, you see that all of the apps that have been preloaded into Simulator. See iOS Device Home Screen.

The apps that you see on the Home screen are specific to the iOS device simulation environment. Because Passbook and the Health app are available only for the iPhone, these apps don’t appear if you are simulating a legacy device or an unsupported device type.

watchOS Device Home Screen

The Home screen for a simulated watchOS device behaves the same as it would on an actual device. You can click and drag to simulate the finger dragging around the screen and launch an app by clicking on it. Figure 1-4 shows the home screen of a 42mm watch with a developer app, the Lister sample code.

Use Safari to Test Web Apps

From the Home screen, you can access Safari within Simulator. Use Safari to test your iOS web apps directly on your Mac.

  1. From the Home screen, click Safari.

  2. In the address field in Safari, type the URL of your web app and press the Return key.

If your Mac is connected to the Internet, it displays the mobile version of the URL you specified. For example, type into the address field and press Return. Safari displays the Apple website. See Figure 1-6.

Use Maps to Simulate Location Awareness

Simulator provides tools to assist you in debugging your apps. One of the many features you can debug in Simulator is location awareness within your app. Set a location by choosing Debug > Location > location of choice. The menu has items to simulate a static location or following a route.

A simulated watchOS device with the location set to None checks the paired iPhone device for the location.

You can specify your own location, which can be seen in the Maps app.

  1. From the Home screen, click Maps.

  2. Choose Debug > Location > Custom Location.

  3. In the window that appears, type the number in the latitude field and the number in the longitude field.

  4. Click OK.

  5. Click the Current Location button in the bottom-left corner of the simulated device screen.

After completing this task, notice that the blue dot representing your location is in New York, NY, near the Long Island Expressway, as shown in Figure 1-7.

Change the Simulated Device and OS Version

Simulator provides the ability to simulate many different combinations of device type and OS version. A device type is a model of iPhone, iPad, or Apple TV. Some iPhone devices can also have a paired Apple Watch. Each device-OS combination has its own simulation environment with its own settings and apps. Simulator provides simulators for common device-iOS, device-watchOS-iOS device, and device-tvOS combinations. You can also add simulators for a specific combination you want to test. However, not all device type and OS version combinations are available.

Note: To test apps for the iPad mini, use a simulated iPad with the same pixel resolution as the iPad mini.

You can switch between different device-OS combinations. Switching closes the window for the existing device and then opens a new window with the selected device. The existing device goes through a normal OS shutdown sequence, though the timeout might be longer than the one on a real device. The new device goes through a normal OS startup sequence.

To change the simulated device

  1. Choose a Hardware > Device > device of choice.

    Simulator closes the active device window and opens a new window with the selected device.

If the device type and OS version combination you want to use is not in the Device submenu, create a simulator for it.

To add a simulator

  1. Choose Hardware > Device > Manage Devices.

    Xcode opens the Devices window.

  2. At the bottom of the left column, click the Add button (+).

  3. In the dialog that appears, enter a name in the Simulator Name text field and choose the device from the Device Type pop-up menu.

  4. Choose the OS version from the iOS Version pop-up menu.

    Alternatively, if the iOS version you want to use isn’t in the iOS Version pop-up menu, choose “Download more simulators” and follow the steps to download a simulator.

  5. Click Create.

If the OS version you want to use is not installed, download it and follow the steps to add a simulator again.

To download a simulator

  1. In Xcode, choose Xcode > Preferences.

  2. In the Preferences window, click Downloads.

  3. In Components, find the legacy simulator version you want to add, and click the Install button.

You can also delete and rename simulators in the Devices window.

To delete a simulator

  1. In Simulator, choose Hardware > Device > Manage Devices, or in Xcode, choose Window > Devices.

    Xcode opens the Devices window.

  2. In the left column, select the simulator.

  3. At the bottom of the left column, click the Action button (the gear next to the Add button).

  4. Choose Delete from the Action menu.

  5. In the dialog that appears, click Delete.

To rename a simulator, choose Rename from the Action menu and enter a new name.

For how to manage real devices that appear in the Devices window, read Devices Window Help.

Alter the Settings of the Simulated Device

You can alter the settings within Simulator to help test your app.

On a simulated device, use the Settings app. To open the Settings app, go to the Home screen and click or on tvOS, choose Settings. In Figure 1-8 you see the Settings app as it appears when launched in the iOS simulation environment.

The Simulator settings differ from the settings found on a hardware device. Simulator is designed for testing your apps, whereas a hardware device is designed for use. Because Simulator is designed for testing apps, its settings are naturally focused on testing, too. For example, in a simulated iOS device the Accessibility menu provides the ability to turn on the Accessibility Inspector, and the Accessibility menu on a device allows you to turn on and off different accessibility features.

Through the settings, you can test both accessibility and localization of your app. See Testing and Debugging in iOS Simulator for information on how to manipulate your settings for the various types of testing you are interested in.

Remember: Changes made in the Settings app of simulated device affect only the simulation environment that is currently running.

Rotate iOS Devices

You can use Simulator to manipulate the simulated device much as you do a physical device.

To rotate your simulated device, choose Hardware > Rotate Left. When you rotate your simulated device, Settings rotates (see Figure 1-9), just as it would on a hardware device.

Test in Simulator and on a Device

Simulator is designed to assist you in designing, rapidly prototyping, and testing your app, but it should never serve as your sole platform for testing. One reason is that not all apps are available in the simulator. For example, the Camera app is available only on hardware devices and cannot be replicated in the simulator.

In addition, not all bugs and performance problems can be caught through testing in Simulator alone. You’ll learn more about performance differences in Testing and Debugging in iOS Simulator. You can also find more information on testing your app on a device in Launching Your App on Devices in App Distribution Guide.

Quit Simulator

Simulator continues running until you quit it. Quitting Xcode will not close Simulator because they are separate applications. Similarly quitting simulator will not close Xcode.

To quit Simulator, choose Simulator > Quit Simulator. The device is shut down, terminating any running apps.

Note: Both Simulator and watchOS Simulator can be open at the same time.

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