I know that for Android it's possible to use Chrome://inspect to view the phone screen on your desktop. Clicking there is equal to tapping on the phone.
It's fine for browsers and after 4.4 - for apps that have some special lines of code inserted.
Whether it's possible for iPhone / iPad?
i.e. I have a REAL device with latest OS installed, which screen I'd like to be shown on MAC + clicking on the items on the screen will be equal to tappping on the phone.
XCode iOS Simulator - I am somewhat surprised you missed this part of the IDE.
It seems that this is not possible.
Related
My questions is in regards to an app designed for iPhone being available on the iPad/iPad Mini.
In the past I've been able to test .ipa files on an iPad and they've just appeared in the "2x zoom" mode, which is what I want.
When my testers try and add my latest .ipa to their iPads they now get a greyed out app icon which, when clicked, says "installing" and then nothing happens. I tried setting my iPhone app to "universal" target, this allows the app to be dragged to an iPad but the GUI is all botched and I'm trying to avoid making a new GUI just for iPad.
So, my question is: "Is this the way things are in the latest iOS/iTunes?" and "Do I have to create a new GUI if I want it to be available on the iPad as well as iPhone?"
I can test directly from xCode onto my iPad and it works in the 2x zoom mode, looks fine and does the job. So why is it different when it comes to using the .ipa system for users without xCode?
ISSUE SOLVED
Well, I say solved. I simply set my target to 6.1 rather than 6.0 and it worked. The icon now appears on my iPad Mini and works. The mini is running 7.0.3.
The latest iOS on which I worked was ios 4.3. However continuing with iOS development now, on switching to iOS 6 I found a lot of different features. One interesting and confusing feature is the new look of iphone simulator. It has a new shape and does not have home button. I was looking at this link and learnt that this was true for devices after iPhone 4 including it.
My question is, why is home button absent for new iphone simulators not considering that former would appear after scaling the latter.
there is a option of Home button
1) it gives shortcut for Home button = cmd + Shift + H
2) it gives three size of simulator = (cmd+1, cmd+2 and cmd+3)
you can switch size of ios simulator (cmd+1, cmd+2 and cmd+3)
It also depends on your screen resolution. On my MBP Retina it displays the frame for all the device, on my external monitor (1600 x 1200) it fails to show the frame for all the Retina simulated devices.
Iphone Simulator, in my Mac system, is not having regular phone shape like
Instead it looks like a window
When I give iOS Simulator->Hardware->rotate left, it gives a irregular shape
My Mac system Specification is
OSX: version 10.6.8
xcode: version 3.2.6
iOS: version 4.3
How this can be corrected?
The simulator is displayed this way if your screen is too small to fit the full version. Are you using something with a relatively small screen, like a MacBook Air?
If so it may not be a bug (well, the second screenshot is, obviously, but the first may not be).
Also check what Hardware > Device settings your simulator is using. If it's set to iPhone (Retina), try changing it to just iPhone, which should fit on your screen better.
Also, check the Window > Scale and see if it lets you change it.
Best thing is to reinstall xcode and ios sdk
You change simulator shape for iPhone device
MacBook Air
Simulator settings -> Window -> Show device bezels
I am coding a web app for an iPhone and I'm wondering how best to use Safari to develop for the iPhone, the main problem being that I've got is that Safari apparently cannot be resized to the narrow 320 pixels of width. How can I do that?
Any other tips and tricks?
If you are looking for an environment to test, Ripple emulator seems a nice option.
I had the same problem and solved it quickly and simply by using a 320x480-sized iframe. Additionally, I added options to change the size (iPhone portrait, landscape, iPad, status bar or not, ...) and presto! an iPhone “simulator”!
Edit: that also allows the use of the Web Developer tools, they're invaluable in Safari or Chrome (I prefer to use the latter, but both are Webkit-powered).
The absolute best way is to use a real device - iPhone or iPod touch - so you get a proper feel for how the device responds. If you're doing hefty animations, for example, testing on a desktop computer may leave you scrambling once you realize the entire page lags horribly on a real device the day before launch.
Barring that, you should use the iOS Simulator that comes with the xCode iOS SDK.
You can use a browser extention or plug-in. For Safari there is ResponsiveResize for instance. You can donwload it here. It allows you to use a predefined browser size, or use any custom size you'd like.
Using the latest SDK from Apple, I noticed that while running on the iPhone works fine, the iPad version of my application doesn't "accept clicks" on any view/widget that is outside the "bounds" of the standard iPhone screen.
Any idea?
Thanks,
Reuven
Vanilla iPhone apps will only accept touches within that little bounds, to reproduce that fact that the iPhone resolution is only 320×480.
To fix it, upgrade your app for iPad.
(Also, make sure you don't hard-code any numbers. For example, use [UIScreen mainScreen].bounds.)
OK - found it...
All I needed to do was to open MainWindow.xib in Interface Bulder, and in the Window Attributeds palette, to check "Full Screen at Launch".