How do I test the microphone in my IOs simulator? I don't think it records through the built in audio at the top of my Mac screen, which I understand.
Which of these options would work?
1.Plug a real microphone into my laptop
2.Export the app into my Iphone <- I don't know how to do this yet
3.Download some library that will use the built in audio on my macbook screen <- I saw a youtube video about this months ago but I can't find it now.
I appreciate any feedback. I'm asking this now to avoid programming strings of code that I cannot test.
Thank you
-Samuel
The built in microphones should work with the iOS Simulator.
I don't think microphone works as of iOS 8.2. Here is link from Apple documentation that state this fact:
https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/iOS_Simulator_Guide/TestingontheiOSSimulator/TestingontheiOSSimulator.html
Look at the Hardware limitations section.
The simulator this will automatically use your Mac's built-in microphone
AVAudioRecorder will record audio from the microphone. If you're using the simulator this will automatically use your Mac's built-in microphone, so you can test either on device or in the simulator.
And if you are on a Mac mini without a microphone input?
Remember that there is a neat trick to record audio from your iPhone/iPad. You need a lightning cable or USB-C cable connected and enable your hardware device in the Utilities/Audio Devices settings:
Click on enable:
This new audio input will be visible in your emulator! So now you can record in simulator even if your Mac hasn't got a microphone
It has been available forever I believe and I just verified, it works for the Mac mini 2018 and macOS Catalina 10.15.4 and Xcode Version 11.4.1.
It will be enough to trouble shoot your iOS apps, but there is a small caveat. By default you get the line out from your iOS device, so I could play music and my mac would receive it. So far so good.
However to properly access the mic you would need a third party app to bridge and make the mic available to the mini but this is not necessary to just troubleshoot the mic on the simulator. I hope I explained myself.
Related
I am trying to run my first WatchKit application on Apple Watch (watchOS 7) from latest XCode (12.0).
I can select emulator as a destinantion, but I have no idea how to add my real watch to the list, so I can start testing on a real device.
I have iCloud account, and it seemed sufficient to run iPhone applications, but not Apple Watch.
How do I make it work?
Ok, I am not the sharpest tool in the shed.
Apart from assigning a proper Team to the Project, make sure you have your iPhone (to which the Apple Watch is paired) connected to your Mac via cable.
The "connect your iPhone using cable" was not thet obvious to me. I assumed it got the device from iCloud account.
I noticed when I develop apps using different Macs(i.e. office-Mac and home-Mac), every time I plug the iDevice(iPhone, iPod...) with Mac, click the View Device Logs button under Window -> Devices and Simulators option, there are some (crash)logs in one Mac and others in another Mac. Or sometimes
My question is:
why this is the case?
How can I view all the logs in one Mac?
Is there another way to view/analyze (crash) logs of iDevices correctly and conveniently without using Xcode?
Here is my environement:
macOS: High Sierra(home-Mac), Sierra(office-Mac)
Xcode: 9.2, 8.3.3
iDevice: iPhone SE(iOS 10.3.3), iPod Touch 5th-Gen(iOS 8.2)
Many thanks in advance.
I just would like to know whether Xcode Simulator enable Force Touch functionality, adding the new Apple Magic Trackpad 2 to an iMac (my mac is a middle 2011 model). I need to simulate this feature, saving the money to buy a new MacBook that has it embedded.
Yes. Magic Trackpads can be used to send force levels to iOS want watchOS simulator devices.
I've just upgraded to Mountain Lion and Xcode 4.6 but have kept my phone on iOS 5.1 to ensure I can test my apps are backward compatible. I'd like to profile them using Instruments' TIme Profiler but I don't get any details when attaching to the app running on the device. Doing the same procedure works fine with the simulator thought. I Select my device as the target, "Build for Profiling" then "Profile", choose "Time Profiler" and the app starts on the device but I don't get any data at all, only a few little black flags to show low memory warnings. If I do the same thing targeting the simulator I get lots of data in the Call Tree panel. Is it not possible to Time Profile apps on devices? I think I have before.
It is possible to Time Profile apps on devices, but you might have unearthed an issue with Xcode 4.6 /iOS5.1 / device
instument: Leaks Time profiler
device:
iPad mini/iOS6.1 YES YES
iPhone4S/iOS5.1 YES IT DEPENDS...
iPhone3GS/iOS6.1 YES YES
simulator/iOS5.1 YES YES
"IT DEPENDS..."
...on whether you want your profile data live: the data seems to get recorded but you won't see it while the profiler is running. When you STOP, the call tree and samples list appears. Sometimes you have to do this twice to get a full list of samples (the first time you just get one sample)
This doesn't seem like something you'd want to rely on...
update
The same behaviour is exhibited under OSX 10.7/XCode4.4 and OSX 10.6.8/XCode4.2 so nothing seems to have changed. In fact the live use of Time Profiler on a device seems to be a new feature with iOS6+
I'm currently developing a quicky mobile application using JQTouch - everything is going well but I've got a bit of a debugging issue.
At the moment I'm implementing all the core functionality, so using my development box (Windows, Using Safari to test it) I'd like to ensure that swipes are being handled correctly. However, short of booting up in Mac OS X or hosting it online and running it from my iPhone (may seem like no real trouble - but hey, we're all coders! We all know how comfortable our toolkits/environments are) - is there a way to test swipes "in browser"?
I thought I could simply click and drag to mimic a swipe but that just results in my dragging my image away...!
Thanks in advance
There is no easy way, that I know of, to test iPhone applications (Web app or not) on a non-Mac machine.
Your best bet is probably to run Mac OS X through a virtual machine, e.g. VMWare. Then install XCode, which has an iPhone Simulator. You can get XCode for free after you register yourself as an iPhone developer with Apple.
Leopard image for VMWare
Snow Leopard image for VMWare