output different from simulator and iphone device - iphone

The output from simulator and iphone device is different. what is the actualy problem?can download the sample code from below link. the path of the road is not the same for both. i also need to move the car from start to end with the validation. currently my validation is not working.all the details are in Readme
Link Download (1.3MB)

There are a lot of situations where the behavior of the simulator and the device differs. Mostly they are triggered by bugs in your code, like messing up your memory management or trying to write to a file that isn't writable on the device.

Related

Force fake location on device?

I need to demo my app to my supervisor. At the minute I have set all the testing up so that it works with the highway drive in cali. When I demo it I will be in an office (stationary) so the real location data for the phone wont show the demo results at all.
Is there anyway to make the iphone do the city drive? - When its running natively i.e. not connected to the machine.
There are various CLLocationManager simulators on github that you could include in your demo build, such as the CLLocationManager_simulator here.
Alternately you can set up your apps to record location data to a file and then create a CLLocationManager simulator that plays back the file. With that testers can record test drives and then devs can play them back in the office to debug or examine what happened or retest with new builds.
If you don't mind using the Simulator to demo it, there's simulated location available. Look in the Simulator menu under Debug -> Location.

Profiling a running iOS app without a computer attached

I would like to profile a running app without a computer attached. Pretty much what the sample command does on Mac OS X. Is it possible ?
I would like to do this without any computer attached because my app gets into an endless loop only at certain GPS locations. I tried reproducing the problem by faking GPS fixes but I couldn't. Yet the issue is 100% reproductible in the field…
You can try logging suspected method and loop entry/exits to a file, and recover the file later using iTunes Document sharing or Xcode.
No - I'm pretty sure it isn't, as Apple does not allow developers to use any iOS-development tools on the platform itself. You might be able to build analytical stuff into your own app (RAM monitor etc.), but not by using another app.
Anyway, your computer is much better suited to the task than a device - so sick with it.
Maybe some day Apple will let us test/write iPhone apps from iPads...

is NSLog() stored on the device (iPhone etc)? If so, where?

Should all NSLog() calls be deleted in the final app for iTunes?
In my iOS app, I've got lots of NSLog() for debug.
Should I conditionally code them out before uploading to iTunes?
This is for an app for: iPhone, iPod, iPad
Thanks.
I'll answer the OP's question in the title about where the logs are stored on the device. NSLog() uses the ASL (Apple System Logger). Programmatically, you can only read the last 256 entries (which is what Xcode shows in the Organizer, for example).
However, if you want to access the full files, they are stored in:
/private/var/log/DiagnosticMessages
When you look into that directory (note: device must be Jailbroken), you'll find a long list of *.asl files.
I found a tool to parse those files, but I haven't tried it yet, so YMMV:
Parsing Apple System Log (ASL) files on iOS and OSX for Fun and Evidence (and a Python script to do it for you)
You don't have to remove all of them; in fact, they can be useful if your app crashes on a user's phone and you want them to send you a crash log. When a user syncs his/her phone, the crash log is located in the folder
~/Library/Logs/CrashReporter/MobileDevice/<DEVICE_NAME>
If you have NSLog()s you may gain useful information just as you would when debugging. As the others pointed out, don't overdo it, but it they could end up being useful.
Yes, We should remove all the NSLog() calls before uploading to iTunes. That is done mainly for better performance.
Even if u dont remove them, no problem. It will be approved. But if u have lot NSLog() s, the that will def. affect the performance.
Try using this for your NSLogs:
#define DEBUG
#ifdef DEBUG
NSLog(#"Your tests outputs");
#endif
Not all. You should keep the error logs. That will make it easy to locate if there is any error or crash.
Its possible to see NSLog messages using Organizer too.
You dont need to remove NSLogs if they added against DEBUG mode. So even if your app crashes and if it contains user personal data, it will be removed by ios. So do not worry about user data and NSLog. Refer https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/AnalyzingCrashReports/AnalyzingCrashReports.html
Still if you want you can use this PJiOSAppConsole in your application. It will keep logs in your application only. You can use it at runtime by adding snippet in #ifdef then remove whenever you want to go to live. Easy to integrate and use.

VGA Output From ipad

Does apple support mirroring of ipad on tv can any one give me some idea
Read this article:
There’s been a lot of confusion about how the iPad VGA Adapter works. I received mine today, and I thought I’d try to clear things up a little (and give you some code to play with, if you’re an iPad developer with a VGA adapter of your own).
The first thing to understand is that the adapter does not mirror your iPad screen. You can’t plug your iPad into your TV or monitor and see all your apps on the big screen, like Steve Jobs does when he’s giving a demo.
Apps that want to support external display via the adapter must explicitly do so; the developer has to write code to support it. There are some standard iPhone OS-supplied APIs which will automatically do the right thing (such as video playback via standard controllers), but generally you won’t see anything on your external display unless the app you’re using has taken steps to put something there. That’s the “bad” (though surely not surprising) news.
The good news is that it’s trivially easy to support external display from your app if you’re a developer; the connected display just shows up as another UIScreen object. I made a sample project (which you can download as a zip archive here) that shows how to do it.
It’s basically just a nib with two windows (one for showing on the iPad, and one for showing on the connected external display), and a tiny bit of code to make it work.

Debugging iPhone App from Command Line

I can do it from XCode, but I want to be able to launch an iPhone App (on the device) from the command line. Is it possible?
Why? Because I want to capture some of the output for semi-automated testing. I'm guessing I need to use a debug build for NSLog output, but I'd also be interested to know about other methods for getting NSLog / stdio data back to the host Mac.
There is a project on github called titanium_mobile (part of Titanium Developer).
I use a utility from that project called iphonesim. It launches an iPhone app from the command line (though I am not sure how, I think there is a way to do that with SpringBoard.app). If you take a step up one level in the Titanium Mobile code and look at builder.py you can see how they launch an app in the simulator and capture the output.
Ultimately I solved my specific need a different way. I needed to get data from the iPhone's accelerometers into a prototype app in Adobe AIR(Flash).
I used this app on the iPhone which drops UDP packets with X,Y,Z forces in them.
http://code.google.com/p/accelerometer-simulator/wiki/Home
Found that from this blog post which might be of interest to people trying to do other similar things.
http://ifiddling.blogspot.com/2009/01/dummy2.html
I used a Python script to present a server to Flash, grab UDP accelerometer packets, munge them into AMF and send them to Flash. Flash uses a socket to connect to this server and receive the accelerometer data.
A few parts, but it works nicely.
You can do this on the device if it is jailbroken. You can put a debug build and symbols on your device and run gdb on it. It is totally unsupported but I hear it works. Not sure if there is a good tutorial. Google?
One method would be to use the AsyncSocket class, and pass whatever data you want to log from the iPhone to a basic host app on the Mac, which NSLogs whatever it receives. If you follow the EchoServer application, you should be able to integrate it in just a few minutes