I am new to react native I just started it, After installing react native in the terminal and I created projects according to that explained in the docs.
When running the project in the Xcode simulator I find some issues I don't to how to rectify it can anyone help me. here are the images of my simulator
it is for iPhone 6
the second one is for iPad retina
when simulating iPad retina last part is cutting how to solve it. any solution is much appreciated
Because your screen is designed for iPhone 5 or 6.
iPad retina support only iPhone 4 screen size in emulation.
Visual Effect View With Blur Doesn't work on iPad retina simulator. It does work with iPad air simulator. I am using Xcode 6.0; IOS8
Seems like an apple issue to me. Do you agree? Notice that Image is just transparent not blurred.
iPad Retina is 3rd generation iPad, which Apple has chosen not to have blur on, like iPad 2. This happened somewhere between the iOS 7.0 betas, presumably due to low performant GPU. It is the same with iOS 8.0/8.1. Use the Air simulator for blur effects. Notice that it is also 64-bit, so your code may behave slightly different depending on what you are doing.
I started learning to develop apps for the iPhone, and bought my first mac 2 months ago. So I don't know everything about mac os x.
But my question is when I run the iPhone simulator on my laptop (macbook pro retina 13 inch) it shows the iPhone just fine. But when I connect my macbook to my external display, the simulated iPhone doesn't display correctly.
Screenshot of external display:
Is it possible to show the simulator fully/correctly on my external display? Like this (this is on my laptop screen):
Thanks in advance.
you should be change scale size of the simulator
It appears that the vertical resolution on your external monitor is less than on your laptop. If you increase the vertical resolution, the simulator should display properly.
I have just finished installed xCode 4.5 and have been trying to understand the new simulator. I want to test my app in the old screen size and new screen size. However when under the simulator I go to hardware and change the phone size to the 4 inch size, it changes the simulator to take up the full screen, has no home button, is zoomed in, and I have to scroll to navigate which is really frustrating and annoying.
From this
To this
Could someone tell me if this is meant to happen? I want to maintain the normal iPhone look with the simulator, that zoomed in scrollable simulator is terrible, looks horrible and makes debugging a pain. I am sure Apple would not allow something this poor looking to be the normal look for the simulator so I am guessing I am doing something wrong.
The other problem with it is, if I am on the home screen where I can see a list of custom apps under normal iPhone screen size, then change it to the 4 inch simulator screen size, the custom apps I installed on the simulator are not showing for some reason.
Any help would be much appreciated!!
Edit:
I found I change the scale of the simulator under window and changing it to 50 or 75%. However one problem remains, why is there no home button in the iPhone 5 simulator?
What computer are you working on ? I've got a 13'' MacBook and the same thing occurred to me. Some topics say it is related to your screen resolution, and if your screen is "too small" then the simulator won't see the need in a frame representing the physical device. See Nathan Gopen's answer in XCode 4.3.1 iPad simulator. (I also noticed that the frame disappears when you re-scale standard iPhone to 75% or 50%.)
If you need the home button you can find it in Hardware > Home Button, or Shift+Cmd+H. Yeah, I know, it sucks...
This Worked for me:
Go to Simulator Menu
Go to Hardware
Click Device
Click IPhone
This will restore the iPhone Simulator frame.
What worked for me was...
Go to XCode,
Open the main XCode menu option
Click on "Open Developer Tool"
Click on "iOS Simulator"
Change to the simulator you want by going to the "Hardware" menu.
Close the simulator
Run your project again.
XCode was crashing on me when I switched to the non-retina iPad option and this was my solution.
The simulator seems to remember the last hardware option that was chosen.
I don't think it's related to the screen resolution. I'm running it on 1920x1200 and it's the same. I guess it's simply to reduce effort for Apple since it's not essential for development to have a nice looking simulator. But yes, I agree I loved to see a virtual iPhone as simulator. And it was quite easier to produce screenshots of your Apps for your website.
Zooming or scrolling is of course not required on a 1920x1200 screen.
This just happened to me and I did spend a while trying to figure this one out.
By setting the scale to 100% my issue got fixed as Cal said above.
I think this is related to retina display setting ...
When I started the iOS simulator on my macbook pro (w/rd), the iPhone frame came up. I moved the frame over to my attached monitor and it stayed as an iPhone frame. I shut xCode down.
When I restarted, the iOS simulator started up on my attached monitor and lacked the phone frame, just showing the screen. Scaling up or down did not matter.
I moved the unframed screen over to my laptop screen again, and shut down the simulator. When I started it back up, it started on the laptop screen with the phone frame.
I don't think it is related to resolution so much as retina display.
Not sure if this is long term solution, but the following steps helped me.
Go to Windows >> Scale
Select different options as per your wish (I chose 75%)
I have an html5 canvas game, limited to 30FPS. This runs fine (#30FPS) on the iPad2 and the xcode simulator when set to iPad2.
However, when I set the simulator to "Retina" and run the app the FPS drop to 11FPS. I get roughly the same result when I do the following:
Let the simulator scale up my iPad2 images.
When I use CSS transorms to scale up my images.
when I JS to scale up my images (using pixelratio).
Interestingly, this 11FPS is also seen when I test it in the iPhone retina simulator (even though this app isn't built for the iPhone so it simply gets cut-off).
Are there any known issues with canvas and the xcode simulator? Are there any fixes or am I doing something wrong?
My hardware is Macbook Pro (mid 2012) with i7CPU and 8GB ram.
Thanks
J.
It's a simulator not an emulator, never expect accurate results from it, especially when it comes to hardware performance related issues. Test your app on a real device, if you get the desired frame rate on a real device, that is all that matters.
Now, why your simulator is doing this is somewhat interesting. My best guess is that the computer is having a hard time running your game at a higher resolution than your screen in a scaled down window... Once again, just my best guess.