Can i test accelerometer effect in Xcode simulator? - iphone

I am working on an app that manages the alpha property of image views. Alpha property can increase/decrease as the user moves the phone. I saw something on here about using a subclass of UIAccelerometer. Can anyone help me to do this so that I can test it on simulator?
Thanks

Yo cant test it using simulator, you should use real device for testing accelerometer.
Check here, it may help you.

You can "capture" accelerometer data coming from a real device.
You can purchase iSimulate
here:
http://bobueland.com/cocos2d/2011/how-to-install-isimulate/
..or
you can use a free solution: accelerometer-simulator
More about how to install or tutorial:
http://builtby.me/2012/07/howto-use-the-accelerometer-in-the-iphone-simulator/
http://builtby.me/2012/07/iphone-accelerometer-visualizer/
http://myfirstiphoneapp.co.uk/2011/07/receiving-accelerometer-data/

You can't test Accelerometer feature on Xcode simulator.
For this, see following on apple's site.
Limitations of Testing in iOS Simulator

Related

Can I make a build without the device

I am beginner in iPhone.
I dont' have iPhone but I have all developer id and certificate. Is this possible to make the build without the iPhone device.
Thanks in advance.
You can use the iPhone/iPad simulator to test against, but I would advise against solely testing against it. You should always test against a real device before releasing it into the wild

iPhone 5 app rotating when it shouldn't (only on app store)

I have an app that shouldn't rotate unless on one particular screen.
The problem is that it is rotating on all screens, but the real big problem is that it only occurs when the users download the app from app store and are using it on iPhone 5, so I can't really find a way to test and fix the bug, since I wasn't able to reproduce it (in a development environment) so far.
I believe this is not an iOS problem since other devices with the same version are doing ok with the version I uploaded to apple through XCode, the bug really only occur when downloaded from app store and is installed on iPhone 5.
Any thoughts on what might be happening or how to fix it?
Thanks in advance!

IPhone app build and deliver to store without device

I have a simple question.
I use an old IPhone with ios version 3.1.3 and I have to deliver an app for the ios version 5.0.
Is it possible to build and deliver an 5.0 app to the store without the correct 5.0 device?
Problem is, it isn't really cheap to buy every single ios version device.
I know it is probably necessary to test on a real device, but I only want to know is it theoretically possible do develop and deliver without the device.
thanks for your help
Matthias
Yes, it's possible. Xcode comes with an iOS simulator that simulates iPhones and iPads running iOS 4.3 and 5.0. However these don't fully match real devices, so you really should be testing on real devices. There's an additional problem that a lot of functionality won't work on the simulator, such as in-app purchases and Game Center. But for basic applications, you can scrape by.
If you're looking to reduce costs, iPod touches are almost identical to iPhones and a lot cheaper, so that's the low cost way of testing on a real device. I would also upgrade your current device to iOS 4 if possible - iOS 3 is practically dead now, so it's better to test on a real device with iOS 4 than it is to try to support iOS 3.
Yes it is possible to deliver an app without the correct version.
I found out, that it is even possible to deliver apps without an iPhone.
even though you can deploy apps without having an iOS device ..or having a device with lower iOS version..
but in future and generally a good advice i will give is to find someone with correct iOS device version(any other version will work too) and get him to try your app using ad-hoc distribution..that way you can get feedback of how your app will perform..
Yes it's possible. You can anyway test most functionality by using the simulator.
With the new Xcode, you don't need the device when you are building for release.
What you need to do is select iOS Device in the menu, then Product -> Archive.
Then you will see the "Validate" and "Submit" options in your organizer.

Xcode for Dummies: Can I simulate an iDevice camera?

So, is it possible to simulate the iPhone (arguably future iPad) camera in Xcode using the built in camera on my MacBook?
I read some similar posts, but from the answers I feel it was left up in the air if it can or can not...
Thanks in advance!
No, you cannot. There is no camera app installed, and calling the camera related classes normally creates a crash. You can however sync photos to it.
Short answer: Never use the simulator. It's a joke. I think the only reason they put it in there is so that people can fiddle with stuff before they pay 100 dollars for the developer program.
You cannot simulate the camera using just iOS SDK frameworks while staying within the app sandbox.
However, on the Mac Simulator, you CAN reach outside the sandbox and connect to another camera server Mac application or process, which you would have to develop. So it's technically possible using Mac frameworks and processes outside of the iOS environment for debug purposes to get a camera view inside a Simulated but-non-pure iOS app. Not for dummies though...

Do we need an iPhone/iPad for its development?

Today i was going through an website and found something over this iphone and ipad development projects. I had a question whether a developer requires an iphone to actually work with or is there any other simulator type device where we can test it out too.
It would be also great if you can share some docs on getting started.
Thanks.
We have applications that run without a problem on the simulator and crash on the device, so I'd say yes. You might delay it for a bit, and work on the main aspects and buy the device later, but you should have it.
You should start at the iPhone Dev center and depending on your knowledge of Objective C, try some tutorials for it. One of the first tutorials I read about Objective C, and which helped me a lot, is here
You can simulate certain gestures and actions while running the simulator: the developer.apple article is here
You can test many aspects without having an iPad.
There are, however, some that you cannot.
Touch
Acceleration sensor
3G internet
much more
I strongly recommend buying an iPad / iPhone to test the user interface. A PC and the iPad have very different user interaction models, it's hard to create a native feeling app without having an actual device.
You can develop with the iPhone SDK which include an emulator. http://developer.apple.com/iphone/index.action but you would probably be better off having one of the devices if your developing a complex application. For working with Camera's or sensors it's best to have a real device to test you code on.
I dont think there are any devices that run the iPhone system. If there are they are probably illegal.
There is emulator build in XCode.
You dont need a device to run your code etc, but try to test the touch and other sensors in the emulator.
So basically if you are planning on shipping something bigger than helloworld you probably should get the Apple device.
There must be an emulator (I'm not sure, that's a guess), but as with any other development you better have a real device as well so that you have better chances of reproducing problems customers will report.
For iPad development you must have Mac OS X 10.6 Snow Leopard