WatchOS 5 How to test complications in future times in WatchOS 5 as Time Travel has been removed? - apple-watch

I have implemented the code for complications in my app and it seems to work fine for current day. I would like to test how the complications would change overtime in future and past. Time Travel feature has been removed in WatchOS 5, so I am curious how would I got about testing it now?

Not sure if this is an "answer" or more of a work-around but I ended up downloading WatchOS 4 simulator to my Xcode. WatchOS 4 simulator works fine with iPhone XS simulator running iOS 12.
Not sure how this will work out in future though.

Related

OTA Distribution for iOS — no effect with iOS 4

Hi.
I have a little problem with OTA Distribution of the iOS. In fact, it totally works with iOS 5 and more, but when I tried on an iOS 4 device, nothing happen. And when I say nothing, it's not a way to say "it doesn't work". No popup, no error message (or even warning message)... But I'm sure I read that OTA Distribution with plist/ipa files works fine in iOS 4.
I use this link :
Testing-98
Once again, it works on iOS 5 so... : (
Thanks for your help.
Do you know BetaBuilder for iOS? It works like a charm with iOS 4 and up. Made my life a lot easier!

XCode 4 project falls apart in XCode 4.2

I have a 6 month old app on the AppStore, which compiles and runs without problems using XCode 4.0.2 on Mac OS 10.6.8, and has no issues on any devices when purchased.
Recently, I wanted to roll out a new version and made some improvements that do not even involve a change in code. All looked good in the simulator, but when I tried to install my Ad-Hoc build, I ran into a problem: my devices are now running iOS 5.1.1 and it wouldn't install.
Restoring back to iOS 4 proved impossible, so I installed XCode 4.2 with iOS 5 SDK. (I'd be ok with upgrading to Lion as well but...)
The App completely fell apart when I tried to run it in the simulator, with about 50 issues here and there, and wouldn't even get past the first screen.
Although I can find my way around in the written code, I'm not a programmer, and have no clue as to how I could fix all those issues. Apart from hiring a programmer with each new iOS release, is my only option to directly release it on the AppStore and do my testing with a live product? (E.g. under a disposable App ID)
I just can't wrap my mind around as to why a product that runs perfectly fine on the actual device can not be run on the test bed.
Thanks for putting up with my rookie question, I really would appreciate your guidance.
(Screenshot of warnings: http://www.sunnyphotography.com/_temp/warnings.png )

iOS: Storyboard backwards compatible

I created my application with Storyboard not realizing till it was to late that iOS4.3 devices will not be supported. Is there an option where I can copy the storyboard views into xibs or programmatically do it at runtime? What options do I have without completely starting over?
Kinda makes storyboards useless since alot of people still use iOS4x
If you bought an iPhone 3G, the day before the 3GS came out, or bought remaining stock in the following weeks, your 20 month upgrade would be available in February 2011.
That gives all the 3G owners almost the last 12 months to have upgraded to a device that supports iOS 5.
So based on those dates, I wouldn't worry about iOS 4.x anymore and only develop for iOS 5.
Just my two coppers.
db
If it's a universal app, the benefits of storyboard are too good to pass up. If someone wants your app, they'll upgrade to 5.x

iOS 4 for iPhone 4S

I am building an iOS application for public release, and I would like to develop it against iOS 4, as I see from the instapaper stats from November that iOS 5 has a 48% market share, which is good, but my app will probably not be used by these early adopters, and it's probably not going to be enough to force them to upgrade.
The issue is that I only have an iPhone 4S, which shipped with iOS 5. I have been unable to find an iOS build for my 4S, which upon reflection makes sense. Nontheless, I'd like to know if there is some sort of unofficial build for the 4S or some way to make the iPhone 4 version work on the 4S.
I'm pretty sure that the answer is going to end up being "Buy a 3GS/iPod touch for development". Would that necessarily be worth it or should I just tough it out? I'm pretty sure that most iOS 4 users will upgrade eventually. Does anyone have any stats on how long it took iOS 3 users to move on?
I would still suggest getting a used iPhone 3GS. Even if you are able to install iOS 4 on the 4S you still wouldn't be able to do any performance testing, but it's highly likely that someone who still uses iOS 4 has a 3GS.
For your first cut testing, you can use the simulator which, will allow you to test for iOS 4.3
Ideally you need to get hold of the appropriate devices to test your app. You say you're supporting iOS 4, but do you mean 4.2 or 4.3? If 4.2 then you'll be supporting iPhone 3G, if 4.3 then 3GS upwards.
There are testing services out there, just search "iPhone testing services". I've never used them myself, so can't vouch for any of them, but the cost may be less than investing in actual devices.
I kept a 3G and 3GS for testing, but to be honest, even though my main app supports 4.2, I rarely do any testing for older OS versions outside the simulator. I gave the 3GS to my father on condition he tested for me when asked… but of course I had to upgrade it to iOS 5 for him, so it's of little practical value, apart from testing at different screen res.
I would suggest you develop your app with minimum version 4.0 (or other) set. Then you test that on your iOS 5 iphone. I did it with my apps and it works great.
You can test on the lower version simulator or for final testing you could borrow a friend's device or similar.
As I understand (and believe), the compiler would stop you if you included features that are not 4.0 (or the set version) compatible.
Buying lower iOS is not worth it. If you can you should borrow it. In the simulator you can also make the iOS version to lower version to test. Also you can try ad hoc distribution to check how your app performs on other ios before releasing on appstore

What are the potential (approximate) future usage tendencies of iOS 5?

According to PadGadget, just a few days after its release the iOS 5 was installed on 1 in 3 devices capable of running it.
When starting to develop a new app today in XCode I have to choose whether I want to use StoryBoards in it or not. If I choose yes, I will not be able to compile the app so it could run on the devices with the lower iOS versions than iOS 5.
In order not to leave more than two thirds of the potential users "overboard" the logical step would be to opt out the StoryBoards usage when starting a new app development.
On the other hand when the app is finished (let's say in 1-6 months) maybe 90% of iOS devices will be running iOS 5, thus it would make sense to start the development of a project today aiming for the support of iOS 5 or greater.
What are your opinions on this issue and how can one predict the approximate future usage of a new iOS?
My guess is that after 6 months a majority (say 60-70%) will have updated to iOS 5, but generally it's a good idea to support the two latest major OS versions.
That's probably going to change with iOS 5 forward, because of OTA updates, but for now I would keep supporting iOS 4.