Return to site

Xcode Simulator Close App

broken image


In this tutorial, you will learn how to build a simple iOS app. You'll do thefollowing:

Method one is just used to set app icon in iOS simulator, if you want to set iOS app icon when the app is published to apple app store, you should follow below steps. When you create a Xcode project use one template such as Single View App, there is an assets catalog file created in the project file list.

  • Set up your environment
  • Set up a workspace
  • Create a BUILD file
  • Build and deploy the app

Set up your environment

To get started, install Bazel and Xcode, and get the sample project.

  • Godot version: 3.2.3-stable OS/device including version: iMac 27' XCode: Version 12.3 (12C33) OS: Catalina 10.15.7 (19H15) Issue description: If i export a project in Godot for iOS, the XCode doesn't let me test on Simulator, but when i.
  • As of Xcode 6, you can do this from the command line with: xcrun simctl erase. Also, the iOS Simulator app (both the Xcode 6 version and older versions) has a menu item called 'Reset Content and Settings' that can be used to erase the currently booted device.

Install Bazel

Follow the installation instructions to install Bazel andits dependencies.

Install Xcode

Download and install Xcode.Xcode contains the compilers, SDKs, and other tools required by Bazel to buildApple applications.

Get the sample project

You also need to get the sample project for the tutorial from GitHub. The GitHubrepo has two branches: source-only and master. The source-only branchcontains the source files for the project only. You'll use the files in thisbranch in this tutorial. The master branch contains both the source filesand completed Bazel WORKSPACE and BUILD files. You can use the files in thisbranch to check your work when you've completed the tutorial steps.

Enter the following at the command line to get the files in the source-onlybranch:

The git clone command creates a directory named $HOME/examples/. Thisdirectory contains several sample projects for Bazel. The project files for thistutorial are in $HOME/examples/tutorial/ios-app.

Set up a workspace

A workspace is a directory that contains thesource files for one or more software projects, as well as a WORKSPACE fileand BUILD files that contain the instructions that Bazel uses to buildthe software. The workspace may also contain symbolic links to outputdirectories.

A workspace directory can be located anywhere on your filesystem and is denotedby the presence of the WORKSPACE file at its root. In this tutorial, yourworkspace directory is $HOME/examples/tutorial/, which contains the sampleproject files you cloned from the GitHub repo in the previous step.

Note that Bazel itself doesn't impose any requirements for organizing sourcefiles in your workspace. The sample source files in this tutorial are organizedaccording to conventions for the target platform.

For your convenience, set the $WORKSPACE environment variable now to refer toyour workspace directory. At the command line, enter:

Create a WORKSPACE file

Every workspace must have a text file named WORKSPACE located in the top-levelworkspace directory. This file may be empty or it may contain referencesto external dependencies required to build thesoftware.

For now, you'll create an empty WORKSPACE file, which simply serves toidentify the workspace directory. In later steps, you'll update the file to addexternal dependency information.

Enter the following at the command line:

This creates and opens the empty WORKSPACE file.

Update the WORKSPACE file

To build applications for Apple devices, Bazel needs to pull the latestApple build rules from its GitHubrepository. To enable this, add the following git_repositoryrules to your WORKSPACE file:

NOTE: 'Always use the latest version of the build_apple rulesin the tag attribute. Make sure to check the latest dependencies required inrules_apple's project.'

NOTE: You must set the value of the name attribute in thegit_repository rule to build_bazel_rules_apple or the build will fail.

Review the source files

Take a look at the source files for the app located in$WORKSPACE/ios-app/UrlGet. Again, you're just looking at these files now tobecome familiar with the structure of the app. You don't have to edit any of thesource files to complete this tutorial.

Create a BUILD file

At a command-line prompt, open a new BUILD file for editing:

Add the rule load statement

To build iOS targets, Bazel needs to load build rules from its GitHub repositorywhenever the build runs. To make these rules available to your project, add thefollowing load statement to the beginning of your BUILD file:

We only need to load the ios_application rule because the objc_library ruleis built into the Bazel package. Adobe latest software.

Add an objc_library rule

Bazel provides several build rules that you can use to build an app for theiOS platform. For this tutorial, you'll first use theobjc_library rule to tell Bazelhow to build a static library from the app source code and Xib files. Thenyou'll use theios_applicationrule to tell it how to build the application binary and the .ipa bundle.

NOTE: This tutorial presents a minimal use case of the Objective-C rules inBazel. For example, you have to use the ios_application rule to buildmulti-architecture iOS apps.

Add the following to your BUILD file:

Acpi ven_sny%26dev_5001 windows 10 driver. Note the name of the rule, UrlGetClasses.

Add an ios_application rule

Theios_applicationrule builds the application binary and creates the .ipa bundle file.

Add the following to your BUILD file:

NOTE: Please update the minimum_os_version attribute to the minimumversion of iOS that you plan to support.

Note how the deps attribute references the output of the UrlGetClasses ruleyou added to the BUILD file above.

Now, save and close the file. You can compare your BUILD file to thecompleted examplein the master branch of the GitHub repo.

App

Build and deploy the app

You are now ready to build your app and deploy it to a simulator and onto aniOS device.

NOTE: The app launches standalone but requires a backend server in order toproduce output. See the README file in the sample project directory to find outhow to build the backend server.

Build the app for the simulator

Make sure that your current working directory is inside your Bazel workspace:

Now, enter the following to build the sample app:

Bazel launches and builds the sample app. During the build process, itsoutput will appear similar to the following:

Find the build outputs

The .ipa file and other outputs are located in the$WORKSPACE/bazel-bin/ios-app directory.

Run and debug the app in the simulator

You can now run the app from Xcode using the iOS Simulator. First, generate an Xcode project using Tulsi.

Then, open the project in Xcode, choose an iOS Simulator as the runtime scheme,and click Run.

Note: If you modify any project files in Xcode (for example, if you add orremove a file, or add or change a dependency), you must rebuild the app usingBazel, re-generate the Xcode project in Tulsi, and then re-open the project inXcode.

Build the app for a device

To build your app so that it installs and launches on an iOS device, Bazel needsthe appropriate provisioning profile for that device model. Do the following:

  1. Go to your Apple Developer Account anddownload the appropriate provisioning profile for your device. SeeApple's documentationfor more information.

  2. Move your profile into $WORKSPACE.

  3. (Optional) Add your profile to your .gitignore file.

  4. Add the following line to the ios_application target in your BUILD file:

    NOTE: Ensure the profile is correct so that the app can be installed ona device.

Now build the app for your device:

This builds the app as a fat binary. To build for a specific devicearchitecture, designate it in the build options.

To build for a specific Xcode version, use the --xcode_version option. Tobuild for a specific SDK version, use the --ios_sdk_version option. The--xcode_version option is sufficient in most scenarios.

To specify a minimum required iOS version, add the minimum_os_versionparameter to the ios_application build rule in your BUILD file.

You can also use Tulsi tobuild your app using a GUI rather than the command line.

Install the app on a device

The easiest way to install the app on the device is to launch Xcode and use theWindows > Devices command. Select your plugged-in device from the list on theleft, then add the app by clicking the Add (plus sign) button under'Installed Apps' and selecting the .ipa file that you built.

If your app fails to install on your device, ensure that you are specifying thecorrect provisioning profile in your BUILD file (step 4 in the previoussection).

If your app fails to launch, make sure that your device is part of yourprovisioning profile. The View Device Logs button on the Devices screen inXcode may provide other information as to what has gone wrong.

Review your work

In this tutorial, you used Bazel to build an iOS app. To accomplish that, you:

  • Set up your environment by installing Bazel and Xcode, and downloading thesample project
  • Set up a Bazel workspace that contained the source codefor the app and a WORKSPACE file that identifies the top level of theworkspace directory
  • Updated the WORKSPACE file to contain references to the requiredexternal dependencies
  • Created a BUILD file
  • Ran Bazel to build the app for the simulator and an iOS device
  • Ran the app in the simulator and on an iOS device

The built app is located in the $WORKSPACE/bazel-bin directory.

Completed WORKSPACE and BUILD files for this tutorial are located in themaster branchof the GitHub repo. You can compare your work to the completed files foradditional help or troubleshooting.

With an all-new design that looks great on macOS Big Sur, Xcode 12 has customizable font sizes for the navigator, streamlined code completion, and new document tabs. Xcode 12 builds Universal apps by default to support Mac with Apple Silicon, often without changing a single line of code.

Xcode Start Simulator

Designed for macOS Big Sur.

Xcode 12 looks great on macOS Big Sur, with a navigator sidebar that goes to the top of the window and clear new toolbar buttons. The navigator defaults to a larger font that's easier to read, while giving you multiple size choices. New document tabs make it easy to create a working set of files within your workspace.

Document tabs.

The new tab model lets you open a new tab with a double-click, or track the selected file as you click around the navigator. You can re-arrange the document tabs to create a working set of files for your current task, and configure how content is shown within each tab. The navigator tracks the open files within your tabs using strong selection. Boot mac to usb drive.

Navigator font sizes.

The navigator now tracks the system setting for 'Sidebar icon size' used in Finder and Mail. You can also choose a unique font size just for Xcode within Preferences, including the traditional dense information presentation, and up to large fonts and icon targets.

Code completion streamlined.

A new completion UI presents only the information you need, taking up less screen space as you type. And completions are presented much faster, so you can keep coding at maximum speed.

Redesigned organizer.

An all-new design groups all critical information about each of your apps together in one place. Choose any app from any of your teams, then quickly navigate to inspect crash logs, energy reports, and performance metrics, such as battery consumption and launch time of your apps when used by customers.

SwiftUI

SwiftUI offers new features, improved performance, and the power to do even more, all while maintaining a stable API that makes it easy to bring your existing SwiftUI code forward into Xcode 12. A brand new life cycle management API for apps built with SwiftUI lets you write your entire app in SwiftUI and share even more code across all Apple platforms. And a new widget platform built on SwiftUI lets you build widgets that work great on iPad, iPhone, and Mac. Your SwiftUI views can now be shared with other developers, and appear as first-class controls in the Xcode library. And your existing SwiftUI code continues to work, while providing faster performance, better diagnostics, and access to new controls.

Universal app ready.

Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.

Updated automatically

When you open your project in Xcode 12, your app is automatically updated to produce release builds and archives as Universal apps. When you build your app, Xcode produces one binary 'slice' for Apple Silicon and one for the Intel x86_64 CPU, then wraps them together as a single app bundle to share or submit to the Mac App Store. You can test this at any time by selecting 'Any Mac' as the target in the toolbar.

Test multiple architectures.

Xcode Add Simulator

On the new Mac with Apple Silicon, you can run and debug apps running on either the native architecture or on Intel virtualization by selecting 'My Mac (Rosetta)' in the toolbar.

Multiplatform template

New multiplatform app templates set up new projects to easily share code among iOS, iPadOS, and macOS using SwiftUI and the new lifecycle APIs. The project structure encourages sharing code across all platforms, while creating special custom experiences for each platform where it makes sense for your app.

Improved auto-indentation

Swift code is auto-formatted as you type to make common Swift code patterns look much better, including special support for the 'guard' command.

StoreKit testing

Iphone Simulator Xcode

New tools in Xcode let you create StoreKit files that describe the various subscription and in-app purchase products your app can offer, and create test scenarios to make sure everything works great for your customers — all locally testable on your Mac. Adobe photoshop cc v14 download.

Get started.

Xcode Simulator Close App Games

Download Xcode 12 and use these resources to build apps for all Apple platforms.





broken image