Core Location Simulator on Xcode 4.2 Not Working -Any Clues? - iphone

I checked all the other variants of this, and don't see the answer here. It seems a lot of folks are thinking of Xcode 4.1, and the issues therein.
First of all, I am very happy with Xcode 4.2. It fixes the huge plethora of problems I was having, and, once again, makes the simulator a useful tool. I am very glad for this, because it is a MUCH faster workflow than using the devices.
Now, 4.2 introduces something in their Edit Scheme dialog (Go to the "Run" page, then "Options"). This is called "Core Location [checkbox] Allow Location Simulation". It allows you to pick from a list of pre-defined locations.
This seems to obviate the horrendous hack that I had introduced when I first encountered the issue in Lion.
However, it no workee. I'd like to find out what I am doing wrong. Has anyone gotten this working?
Remember: THIS BEGINS IN 4.2, WHICH JUST CAME OUT YESTERDAY. So the rules from 4.0 and 4.1 don't apply. It is a new capability.
Thanks!

First, I created the GPX file as mentioned in this question.
In addition to updating the Run Scheme to select the Allow Location Simulation option and specifying the Default Location as you mentioned, you also need to make sure that your Scheme is set to iPhone 5.0 Simulator. This made the trick for me, when I debug my project, the app asks me if I want to allow it to use my current location, and I can see the Debug -> Location menu in the iPhone Simulator.

There's a thread on this bug in the Apple developer forums. One suggestion is to reset the simulator.

Related

Newbie: Errors in an iPhone app

I'm really newbie in iOS and I have to handle a complicated situation. I was given an iPhone app developed by someone and I have to make it work. The guy who developed it has told me that it worked, but sometimes crashed in an iPhone. I've never developed using iOS and I don't really know how this app works.
Well, when I open the app with Xcode, the first problem that I detect is some errors with the references. The app uses the project CorePlot-CocoaTouch.xcodeproj. I've added again this project and solved the references (I've followed some other posts like this one: http://www.jaysonjc.com/programming/pie-chart-drawing-in-iphone-using-core-plot-library.html).
I want to test it with the simulator (I don't have an iPhone yet). I have a doubt here...should I use iOS Device, or iOS Simulator as Base SDK? Firstly I chose iOS Simulator, but it appeared a problem with Cocoa.framework (it turned into red).
Anyway, using iOS Device as Base SDK, I build the project and it says "Build failed (59 errors, 3 warnings)". I check out the errors, and most of them are "Expected specifier-qualifier-list before ..."
Can anyone help me? This is more or less the situation, but I can provide more specific details if they're needed.
I'm sorry if I'm talking about something really basic, but I've been trying to solve it for 2 weeks and I give up. I've tried to talk to the guy, but he's not really helpful..
Thanks for the replies!
By the way, I didn't say it and I don't know if it's relevant or what it means. The guy has a directory called "Libraries" where it's stored the CorePlot. The files there are the same than if you download the CorePlot project from other source. The only exception is a folder called "SDKBuild", which contains files like "build.sh", "iphoneos-SDKSettings.plist" or "iphonesimulator-SDKSettings.plist". I'm really newbie, so it's probably obvious, but I have no idea...
just try to add CocoaTouch framework to your project.
and for base SDK use "latest iOS".
Right click on the project name in 'group & files' set on the left of xcode. Choose add -> Existing Frameworks.
Find Cocoa.framwork and click add. Do this to all red colored framework.
Choose IOS Simulator as base SDK.
Try run it..
If you want to run the app on simulator, you have to build with iOS simulator. The base SDK basically sets the OS version (this will be the same regardless of whether you are running the app on simulator or device). You should be chaining the build settings to device only if the device is connected and if you have installed the appropriate provisioning profiles.

Xcode 4.2 not debugging properly

I've imported an iPhone app that I have developed for iOS and am now maintaining it. I've came across a couple of bugs when trying to add to the iPhone's calendar, which I'm happy to try and sort out myself with a bit of debugging.
One problem is that when I go to run the application on the iPhone simulator, it seems to run an older version of the app than the one I am running. I've removed and added another button since then and the old button is still showing when I run it in the simulator. However, when I compile and run this on a device, it loads the correct version and displays the correct version number in the 'about' view.
But... my main problem is that it doesn't seem to debug on the device properly. The app actually works fine except for the calendar problems, but if I put a few breakpoints in so I can see exactly where this is going wrong, it just doesn't seem to step through! The app pauses, and Xcode says the app has paused! I can press step over and continue execution etc and it appears to work, but I can't see it stepping over the code, nor can I hover over variables to see their values.
I've tried reinstalling Xcode multiple times (I did have a problem installing an older version, so I had to wait until the next version was available before Xcode would install).
The stress is: Today is my last day at work, and I'd really like to get this app ready for iOS 5 before I leave.
Has anyone seen these symptoms before? Is there a debug setting that I've missed? Or is it a corrupted installation?
I wish I could help people a bit with more information, but I don't even know where to start looking here. Any code I can post? any settings? (not too familiar with this, I'm a .NET guy usually).
Thanks!
Sorry you're going through a tough moment there Connell; as you said you're not too familiar with all this, I'm laying down a few steps which might help you out. Some are pretty basic, yes, but I've resolved to these steps myself several times when I've encountered similar scenarios;
If you're testing on the simulator, do a 'Reset Content and Settings' from the 'iOS Simulator' main menu. This will remove all old data and settings and give you a clean start.
Do a 'Clean All Targets' from the Build menu. Then go to your physical project folder and delete the Build folder from it altogether before starting to build again.
Restart both XCode and the Simulator (and your Mac too if possible)
Make sure the mode is set to Debug and not Release or Distribution
Even on the device, remove the old app before putting the new one in, and restart it for good measure.
Delete all Provisioning Profiles from the device and install just the one you need.
On the code;
I've noted that the app appears to 'pause' like this a couple of times when I had accidentally created an infinite loop in the code. Double check to see whether there's something which may cause this.
Unless you haven't already done so, throw an NSLog or two in there to see if its really not being executed beyond the breakpoint.
I've had the exact same problem with a project that I started on xcode 3 and then switched to xcode 4. What fixed it for me was changing the compiler in the project settings.
The default compiler up to xcode 3 was gcc, while the default compiler on xcode 4 is LLVM gcc.
Now, I don't know exactly what's the issue that gdb could have with LLVM gcc, but switching the compiler back to gcc in my project settings and doing a clean build fixed my debugging issues.
Might be worth a try.
Have you checked which debugger is being used GDB or LLDB? Select Edit Scheme from the Product menu, and see what the Debugger setting is under the Debug scheme. You could try switching between GDB, LLDB, and None and running in between.

Will old source code run with SDK 4.2?

I've been working on creating my own iPhone app with source code my company gave me. This code was created with iPhone SDK 3.0. I've worked on it for over a year (I'm a designer so my coding is mostly copy and paste) and to test the app on my iPhone it says I must update my SDK to 4.2. I'm wondering will this break my app? I probably don't have the skills in xcode to upgrade my code if I am required to rewrite parts.
Thanks,
Chris
If none of the code has been deprecated, changed or even removed, chances are good it still runs fine. Most projects run, and if you have used external code (and hopefully noted where you got it from) there might be an update available for that piece of code.
Just set the deployment target to iOS 3.0 in your project settings
here some little explanation: link

Static Libraries on iPhone device

I have two projects, a Cocoa iPhone application and a static library which it uses.
I've tested it successfully on the iPhone simulator, but when I try to deploy it to my iPhone device I get (symbol not found) link errors.
If I remove the dependancy of the library the project builds/runs fine.
I have made sure all the build settings are set to iPhoneOS not the simulator.
Im sure its something simple, but has anyone run into similar problems moving from iPhone simulator to device?
--EDIT: I have managed to create new projects (one for the application and one for the static library), and successfully get them to run on the iPhone or simulator. But I have a very strange problem... for each specific project I cannot get it working for BOTH the device and the simulator... I have double checked the build settings, made sure the libraries that are being references are for the matching build settings (I believe) but I cannot resolve these linking errors.
I think I must be doing something very wrong... all the apple documentation says 'its super simple - one click' but this is giving me a lot of problems.
This is probably something to do with xCode build settings, but I cannot seem to understand why selecting the different build platforms and rebuilding the libraries does not work.
Check out my answer to a similar question for a link to an article that might help. There is a link to an interesting article.
Eventually I realised what the problem was.
I changed my device target from simulator to iPhone device, then removed the old (simulator) static library and attached the new (device) library.
All fine, except the library search path (in the build configurations) still had the simulator directory listed first, which I assume cause it to be found and used rather than the device.
This also explains why I was able to make each setting work with a new project, but only had trouble changing between settings.
Its a simple and stupid problem, but one that caused me some grief and time. Im still not sure how to properly set target dependent build settings but at least if anyone is getting similar problems its something to look out for.
I've created a complete tutorial on how to create and use static libraries, this tutorial covers the the method that is also advised by apple, maybe people will find it usefull:
http://www.sodeso.nl/?p=822
Advantages of this methods is that it automatically recompiles the library according to your project settings (so no trouble with device / simulator builds)

Why does Xcode keep changing its active executable?

Something really weird is going on with Xcode and an iPhone project I'm working on, when I'm building for the simulator, the project has 2 active executables (MyApp - iPhone Simulator (2.0) and MyApp - iPhone Simulator (2.1)) Almost all of the time, I want to use the the 2.1 active executable, but Xcode will occasionally silently change to the 2.0 one.
There doesn't seem to be any pattern to this or any trigger that I can notice. Googling has found a couple of people out there who are having the same problem, but no solutions.
Help me stackoverflow-kenobi! You're my only hope!
Ok, it was a bug. The good news: it's fixed in the fresh new 2.2 SDK.
That is weird -- I've been doing iPhone/XCode development for a while, now, and never seen anything like that.
Are you absolutely certain that you're not poking around some place that's causing the change?
Might you have a corrupt XCode or .xcodeproj? If it persists, I'd try re-creating my project and, if that didn't help, reinstalling XCode.
Very strange, indeed...!
I have the same problem. I need to set the active Executable to 2.1 for openAL to work. The pattern I observed is that it switches back everytime I switch to export to the device. Isn't that what happens with you?
I've seen the issue commented a couple of times on the official iphone dev forum, but no solutions. Looks like a bug.
So.. why are you actually doing that? It is probably better, given the nature of the iPhone (with multiple frameworks for multiple architectures), to set up different Targets for your various projects. The executable produced will be the result of the build phases for your targets.