In an iOS Xcode app, you can use the Core Animation Instrument to measure graphics performance issues such like laggy UITableView scrolling. I want to do the same on the Mac for some layer backed views I am debugging. In particular I would like to measure frame rate. Any ideas how to do this since the Core Animation instrument isn't available for Mac apps?
Frame Meter is available within "Quartz Debug"
Menu Xcode > Open Developer Tool > More Developer Tools β¦
Will open developer.apple.com and you'll have to sign in
Download "Graphics Tools for Xcode - January 2013"
Then use "Quartz Debug" for a Frame Meter
Related
Here is a screen shot of an ipad 10.5 inch running my app which takes up around 50% of the screen real estate. How do I force the app to use 100% of the screen real estate? (I am using xcode 10)
You have to specify it in Xcode. If you don't the ipad is getting a scaled up version of ui for iPhone 4. Open Xcode and specify it "General" project settings.
May be your IOS setting preference is wrong. You are opening your application on ipad but XCode rendering your application as iPhone app.
Go to general setting and select "iPad" in Deployment Info section.
Go to Build Setting and select "iPad" in Targeted Device Families under Deployment section.
Restart your project.
In Xcode 7.1 Simulator, when using β+s to save screenshot to desktop, it saves the actual size of the simulator. For example, iPhone 6 Plus 100% scale simulator save screenshots as 1242 x 2208; 25% scale simulator save screenshots as 310 x 552.
Is there a way to make the simulator scale to 25% but still get original size of 1242 x 2208? The 100% simulator is just too huge on a 13" screen.
It used to save as original size regardless scale level, but in Xcode 7.1 it's no longer the case.
Uncheck "Optimize Rendering for Window Scale" option from "Debug" menu, if you want to save screenshot of actual device size πΌπ² from iOS simulator.
Happy Programming!! ππ
#SamSol's answer may work for earlier versions of Xcode, but the debug window does not appear to be present in Xcode 11+.
Instead, I followed this suggestion from the Apple Developer forum:
In the Simulator, go to Edit -> Copy Screen (^βC)
Open Preview and paste as a new image (βN)
Save the resulting image (βS)
The saved output image should have the desired resolution to be included on the Apple App Store.
To take a screenshot of the iOS, watchOS, or tvOS device and save it to your Mac Clipboard
choose Edit > Copy Screen.
To save a screenshot of the iOS, watchOS, or tvOS device and of the external display as files
choose File > Save Screen Shot.
A screenshot of each open simulated device is saved to the desktop of your Mac.
I have a mac app
I want to run the app on retina display.
How can I make retina simulator.
I am using xcode 7.1. and mac osx 10.11.3
Please install the below given software and follow the steps-
1-Install SwitchResX and open it from System Preferences.
2-Go to SwitchResX and select the new custom resolution in the Current Resolution tab.
You can scale it with the following shortcuts:
β+1: 100%
β+2: 75%
β+3: 50%
β+4: 33%
β+5: 25%
Or in iOS Simulator: Window > Scale > ...
It's depends on simulator that you select. If you select iphone 6 simulator then it is by default retina simulator and if you select ipda2 then it is by default non retina simulator. you don't have option to select retina simulator separately.
Simulator comes with real device's functionality. if real device have retina display then it's simulator have also retina display. that's it.
hope this will help :)
In Xcode, go to the Xcode menu -> Developer Tools -> More Developer Tools.
A page will open in Safari - Sign in with your Apple Developer Account.
Download the appropriate version of Graphics Tools.
Copy them into wherever you want to use them from.
The tool you're interested in is 'Quartz Debug'. Load it up.
Select 'UI Resolution' from the 'Window' menu. Click 'Enable HiDPI display modes'.
Log out, and log in again.
Now if you go to 'System Preferences' you can select 'Retina' modes on your non retina display (but be warned that you won't be able to fit much on your screen when you do!).
I have created the action game in unity. But the frame rate is too low on mobile devices. How do I check how much cpu is currently using for my scripts and gameObject in unity?. Similar like how we do in "Instruments" in iOS.
there is built-in function called Profiler in unity3D though It's restricted if you are using free ver of Unity
Check http://docs.unity3d.com/Documentation/Manual/iphone-InternalProfiler.html
In the case you have Xcode on your system,You can also use Instruments for your unity project.
1.Check Development build in the build menu and build your unity project into iOS/OSX app.
2.Open Xcode and select Edit Scheme.... then choose Debug for Build Configuration
3.Do Clean and Build
4.Select the Profile and Run Instruments
If you want to check the usage of specific script you wrote,Check
BehaviourManager::Update -> MonoBehaviour::Update -> CallUpdateMethod
I have watched this video
http://www.markj.net/iphone-memory-debug-nszombie/
The guy shows an option called Enable NSZombie Detection on Allocations inside instruments, but my Instruments doesn't shows this option. This guy's video was done using a one year old version of Instruments and I am using Xcode 3.2.5. Do you guys know where this option is now? How can I enable it for iPhone apps?
thanks
In XCode 4.0, this 'Enable Zombie' option is only present in iPhone simulator and not when you profile on actual device.
The zombie option is available in Xcode 3.2.6 under the allocations tool if you run in the simulator. For debugging memory crashes due to too many dealloc, the simulator will work just as well as the device nearly every time. BTW I am 'The guy' in the question ;-)
You can find it in Instruments in the Allocations Instrument. The easiest thing to do is to select:
Run -> Run with Performance Tool -> Allocations
This will start the application and Instruments will start recording. However, the Zombie detection may be off. To turn it on, stop the recording, click on the 'i' icon, and check 'Enable NSZombie detection'. Once it is enabled, start the recording again.
It should be noted that in XCode 4.0, one can only enable zombie detect in the simulator, not when running on a device.