Setting the active executable in Xcode - iphone

I have just updated to Xcode 3.2 Beta 3. Since doing this - the project I am working on only has one option in the drop-down box in the top-left corner for 'Active Executable' that is set for 'iPad Simulator (3.2)'.
I am developing for the iPhone and have no interest in the iPad. How can I get the iPhone to appear as an active executable so I can carry on developing for it?

Hold down the option key while clicking on the drop down menu.

Related

How to change a project created for iPhone to ipad (Universal)?

I was started my application for targeting iPhone, now I want to use my app for iPad also. As I started as iPhone project, even though I add the iPad xib, it is not showing properly, How to convert my project which will work for both iPhone and iPad(Universal). Any way to change in project setting?
Click on targets -> Summary ,then change the devices to universal.
Open the project in Xcode. Under the Targets menu ,right click on your app. Select "Upgrade current target for iPad.
Another more user interactive way is
Click on your project-> Click on targets->iOS application target->Device->Universal.

How to add an icon to the iPhone application with mono touch?

Could you tell me how to add an icon to the iPhone application with mono touch?
Inside MonoDevelop
right click on your project main assembly
select Options
in the "Project options" dialog select iPhone Application
Depending on your version of MonoDevelop (well the iPhone addin) you'll have a different UI. Either a tab named Icons are a more visual UI that let you select the different icons to use for your application.
EDIT: I could also look like this (from http://ios.xamarin.com/Documentation/Building_for_Distribution)

Starting a new project in Xcode 4 to be Universal (iPad/iPhone)

Starting a new project in Xcode 4 - what's the best way to make it a Universal app?
When you create a new project it asks you to input the Device Family but the dropdown menu only has two options - one is iPad and the other is iPhone.
What's the best way to create a Universal app then?
Thanks!
Got it from somebody on another forum -
Create an iPhone version, then click on the Project Name at the very top of the menu to bring up a menu with Project and Targets listed. Click on the Target and there is a Devices drop-down menu in the main Summary tab that you can change to Universal. Once you do that, Xcode will ask you if you want to upgrade to a universal project, then you can click 'yes' and that's all!

How to share files between iOS app and iTunes

I know Google Maps (or VLC used to) lets you share files from iTunes to your iOS Device. Is there a way to share any stuff from iOS app to iTunes and ViceVersa
Here's a tutorial that 10 seconds of Googling yielded.
File sharing from app to iTunes is too easy
In the new Xcode, you can do this in the UI:
1. Select your project in top left
2. Select target in next column
3. Click on Info tab
4. In Custom iOS Target Properties, hover mouse over any row and click +
5. In popup, select "Application supports iTunes file sharing", then set Value to YES on right
6. Click Validate Settings at bottom to make sure all is good

How to change the default Xcode iphone simulator when testing

I don't know why but now the default iphone simulator launched when I build the project is "ipad", but I want it to use iphone 3g instead.
Any way to set this preference?
On Mac, if you right click on the Simulator icon, you can select devices and it will open a new device.
Or go to File -> Open Simulator
In Xcode,
Click Product -> Destination -> iOS Simulator -> Choose Device to run.
Then build and execute Xcode project.
It works..
2022 Fix:
You have two options!
With the simulator running go to File > Open Simulator > iOS [current version] and select the desired device.
With the simulator running, right click the icon in the bottom toolbar, select Device > iOS [current version] and select the desired device
If you are using Expo, after selecting the new device will open in a new window, so you'll have both. Heres how to get Expo to run on the new device:
Close the device window you don't want (cmd + w)
You will now be able to "Run on iOS Simulator" and it will open up Expo Go on the new device.
2020 Fix:
With the simulator running go to File > Open Device > iOS > iPhone 11 and select the device. It will open up the device as another window but there won't be the Expo app.
Close the device window you don't want (cmd + w), then close the window with the device you would like.
Restart Expo (in the command window with it running do ctrl + c then re-run Expo with expo start
You will now be able to "Run on iOS Simulator" and it will open up with the selected device type.
In the chance that anyone reading this is building their app in react-native, the solution is the --simulator option.
For example:
$ react-native run-ios --simulator "iPhone X"
Go to Hardware > Device from simulator menu.
For me works changing active SDK from 3.2 to 4.0. If your project is mentioned to work on iPad and iPhone (or for compatibility matters) I believe the only way is manually switching active executable before running your app on simulator.
Apple:"iPhone OS 3.2 does not support iPhone and iPod touch devices. It runs only on iPad.".
You can select the device from the menu inthe simulator.
Try
Project > Active Executable , and select the one you want the most.
This worked for me. When I already have the app open on an iphone in "Simulator". I click File -> Open Simulator -> iOS 14.0 -> iPhone 8 (or iPad (7th generation))
None of the above worked for me, but the following took care of the issue :
Source:
http://www.cocoabuilder.com/archive/xcode/301182-xcode-3-2-6-keeps-switching-to-ipad-simulator.html
Excerpt:
This works for Xcode 3.2.6. I don't yet use Xcode 4.x so don't know
if this will work for it or not. I would also quit Xcode before doing
this, just in case.
Go to the project folder and find the .xcodeproj file. Right-click
(or Control-click) it and select Show Package Contents. When the
package contents window appears, find the .pbxuser file (there might
be multiple such files if the project was worked on by multiple folks
and/or multiple computers). Open this file, which is XML, in your
preferred text editor. Find the section with the comment "/* Project
object */". There is most likely not a line in that section for the
key "activeSDKPreference". If there is no such key, add the
following:
activeSDKPreference = iphonesimulator4.2;
I found it after the "activeExecutable" key in that section, so I've
been adding it in that same order.
If there is already an "activeSDKPreference" entry, change it to
"iphonesimulator4.2".
Close the editor and the package contents window and then double click
the .xcodeproj file to reopen the project. Now you should have
entries for iPhone Simulator 4.2 and iPad Simulator 4.2 in the project
settings pull down menu, with iPhone Simulator 4.2 probably already
checked.
Additional Notes:
In my particular case, my entry in .pbxuser file had said
iphonesimulator4.3, even though under Project-Project Settings
menu
it said iphonesimulaor4.2!. However, once I changed it to
iphonesimulator4.2 in the .pbxuser file it stop auto selecting
iPad
all the time.
If you use SVN you will not see an "M" in SVN column showing that
you changed the project (even if you refresh/update). However,
just
do a "Commit Entire Project" and your changes to .pbxuser file
will
get updated. I also suggest referencing this post in your
check-in
comment in case you ever need to change it back for whatever
reason.
I finally solved this problem myself.
First, install new version of Xcode, which is Xcode 4.
Then set project scheme to iPhone Simulator and run app in Xcode several times.
And re-install Xcode 3 and the problem will be gone!
Yes, it's annoying. This worked for me:
Open the .plist file in group/folder resources and check the checkbox for key "Application requires iPhone environment".
If you are using Flutter, open the Runner.xcodeproj file in ios/ folder. Then right next to the Runner breadcrumb, you can click >and select what device to launch.
For Xcode Version 3.2.6 the following helps:
Project->Active Executable->iPhone Simulator 4.3
I don't know if it is working for newer Xcode environments.
Gary Tsui has also pointed out this approach previously.