Keyboard does not show up for a text field when running in the simulator [duplicate] - uitextfield

This question already has answers here:
Xcode 6: Keyboard does not show up in simulator
(17 answers)
Closed 4 years ago.
When building just a text field I get the following error:
Controlling The Keyboard[15279:14198101] libMobileGestalt MobileGestalt.c:890: MGIsDeviceOneOfType is not supported on this platform.
How can I get rid of that or at least get my simulator iPhone 6s to run the code and show the keyboard?

You can toggle Software Keyboard in this way:

Related

How can I get a simulator for an older version of iOS in Xcode? [duplicate]

This question already has answers here:
Using the device simulator for iOS 8 with Xcode 7
(3 answers)
Closed 2 years ago.
I've got the latest Xcode and it has a few simulators - all for ios 13.4.
Can I get it to create one for an older version of ios?
Go to Preferences… ➙ Components and you will see the option to install simulators for older versions of iOS.
Then go to Window ➙ Devices and Simulators ➙ Simulators and you will be able to create simulator instances for specific devices running this version of iOS by clicking the add button in the bottom-left corner of the window.

How do I know the iOS version of the simulator when choosing? [duplicate]

This question already has answers here:
XCode using GUID instead of iOS version number in Simulator Selection
(3 answers)
Closed 7 years ago.
My Xcode works fine with me except when choosing simulator, as the picture shows, I can't know the iOS version of the simulator. Any idea? [Here is the picture, no place to find out iOS version]
If you scroll down to the bottom of that list of simulators in the provided screenshot there should be a button entitled Add Additional Simulators... click on that and it will (does for me) show you the OS version of all simulators and any connected devices.
EDIT Here is another thing that should probably work. As you can see from the image you provided there are duplicates of each simulator. What you have to do is go in and delete the duplicates. You do this by again clicking on the Add Additional Simulators... button right clicking on the duplicates and pressing delete. Do this for all the duplicates and it should then show the OS version.

Why do I get an UDID error in Xcode 5? I submitted the same build on Xcode 4 three weeks ago with no issues [duplicate]

This question already has answers here:
App rejected, but I don't use UDID
(14 answers)
Closed 9 years ago.
This is my first post here. I have an emoji app for iPhone that I recently had my developer update. The original app is from December last year. But with the new update my developer did, all SDKs were update (Appirator, Chartboost, Revmob + we added Appoxee and Tapjoy). So all SDKs were updated and the UDID issue that you would get with an old SDK should be handled.
And at first it seemed to be. I submitted my updated app about three weeks ago. The update went through Xcode (the latest version of Xcode prior to Xcode 5) and went into review 1-2 weeks after. Unfortunately I pulled a Homer and forgot to submit my IAPs on iTunes Connect. So naturally I was rejected. I went and set up my IAPs properly, and opened my emoji app in Xcode 5 (since I had updated to iOS 7 and Xcode 5 in the meantime). Now all of the sudden I first got a bunch of errors when building. They were library path errors, and luckily I could easily fix those by searching for ".a" in Xcode, clicking on each SDK, and then under "Target Membership" I could simply tick off and tick on the box - that fixed the library path problem.
After this I went to archive and then validate my app. But now I began getting the UDID error. Which I really don't understand considering all SDKs were updated and I didn't get the UDID error just a few weeks ago when I successfully submitted the app.
Does anyone know what could be causing this? Would really appreciate it!
Here is a screenshot of the UDID error:
http://img534.imageshack.us/img534/5497/i1rx.png
So according to Apple Doc we should not UDID of device at any point of time.If you still want to use UDID or want unique id for device there is one library called Open UDID you can use that without any restriction.here is the link https://github.com/ylechelle/OpenUDID check any of your class is directly using UDID of device.
You can make a category on UIDevice with uniqueIdentifier method and add a breakpoint.
After That you should run your app and wait for breakpoint stop. Using backtrace you can find library that invokes uniqueIdentifier method.
More about UDID on NSHipster

Xcode cannot detect device [duplicate]

This question already has answers here:
Xcode Doesn't Recognize My Device After OS Upgrade
(3 answers)
Closed 9 years ago.
I'm using xcode 4.6.
After I upgraded iPad from iOS 5.1 to 6.1, Xcode does not find device in schema.
Any solutions?
I am sure the following will work for you:
Navigate to Window -> Organizer and locate your device.
Click on the "Use for Development" button.

Calling a Terminal Command from a Cocoa Application [duplicate]

This question already has answers here:
Execute a terminal command from a Cocoa app
(12 answers)
Closed 10 years ago.
I created a Cocoa Mac OSX application in XCode
Added a Button to the view
While running the application, if i click the Button
A terminal command for example "ffprobe abcd.avi" should be called and the results should be passedback to the cocoa application
Is that possible?
Use NSTask. You can find some simple examples of using it here: http://borkware.com/quickies/one?topic=nstask

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