Apparently, you can start iOS app in Simulator from Terminal by running
/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone\ Simulator.app/Contents/MacOS/iPhone\ Simulator -SimulateApplication path_to_your_app/YourFavouriteApp.app/YourFavouriteApp
This does not work for a MonoTouch app—I'm getting a black Simulator screen.
How do I launch a compiled MonoTouch app in Simulator from Terminal?
Not sure why it does not work. Maybe the simulator that will start up might not be the version you expect. You might want to check inside Console.app to see what went wrong.
Anyway you can use mtouch to start your application, e.g.
/Developer/MonoTouch/usr/bin/mtouch --launchsim=/path/to/your/application.app
You can also specify which version of iOS to use and the device (iPhone or iPad) to start.
By default it runs on iPhone simulator. Adding --device=2 flag will switch it to iPad.
See mtouch man page or mtouch --help for details.
Related
I'm currently trying to debug an iOS application (created with Xamarin.Forms) with VS for Mac (also tested through VS2019 Enterprise on Windows). Unfortunately, the debugging process is not started successfully. It stops without any exception or error report (except "Application 'com.XYZ.MyApp' terminated." which is not helpful at all). This happens with the simulator and the device debugging.
When debugging it shows the launch screen and from time to time the following page. Then the debugging crashes without any report. This may be caused by an asyncronous process. However, there is no information in the log files.
The same app can be successfully debugged with the andriod simulator. Moreover, a generally similiar application can be debugged under iOS.
Is there any possibility to get a more detailed error report that shows why the debugger is closing?
Edit: I just created a TestFlight version which works pretty stable and pretty well... So I have no clue anymore why the debugging is not working... Is it maybe because I had Xcode 11 beta installed for a short time to test iOS 13 on my device with my apps? I uninstalled Xcode 11 after the iOS update but is there a chance that this causes problems with the Xcode 10 installation?
I’m facing a problem with my own developed plugin.
In fact, i developed a plugin using ionic, angularjs 1 and integrate it in a buildfire application. It’s working perfectly in android and in iOS versions that are below iOS 10.
The problem is that i need to tap twice on a link or on a button in order for the click to be executed.
Firstly i thought that this problem is coming from ionic, but once i generated my app as an ionic standalone app and tested it on a physical device all is was working perfectly even in iOS 10 and above.
The problem arise only when my plugin is running in a buildfire environment.
Do you have any idea of what is happening? could you please help me resolving this issue?
I don't know if it helps.
but Here is my home screen Code:
I'm using ui-sref to navigate between tabs, I tried ng-click but it doesn't work either. please note that everything works correctly on android and on ios versions below 10
<ion-tabs class="tabs-striped tabs-icon-top tabs-background-royal tabs-color-assertive tabs-fullwidth" tabs-wipable>
<ion-tab title="Cursuses" icon-off="ion-university" icon-on="ion-university" ui-sref="app.home.cursus" >
<ion-nav-view name="tab-cursus2"></ion-nav-view>
</ion-tab>
<ion-tab title="Soon" icon-off="ion-ios-list-outline" icon-on="ion-ios-list" ui-sref="app.home.soon" >
<ion-nav-view name="tab-planning3"></ion-nav-view>
</ion-tab>
</ion-tabs>
I am trying to develop android and iOS application using xamarin.forms. And already completed the main part that includes Canvas drawing. For that, I have used Skiasharp, to perform operations on bitmap images.
Now, in android,
1. If I try to dispose bitmaps that I initialized before I get SIGSEGV fatal error. (I think this issue is not OS specific)
2. When I continuously run my app for 20-22 minutes, app crashes suddenly.
And in iOS,
my iphone gets hanged when I run my app for long time. And it doesn't start until I uninstall app from iFunBox in my pc.
I wanted to ask if there are ways in xamarin.forms or in native projects to find out where my memory is leaking.
How can I know how much memory of RAM is actually being used at the moment ?
Thank you
For Android, you can use the Android Debug Monitor tool. This is a tool that is installed as part of the Android SDK.
Below is the URL for more information:
https://www.codeproject.com/Articles/798462/Diagnosing-Memory-Usage-in-a-Xamarin-Android-Appli
For iOS, you can try to use the native XCode Instrument.
Below is the URL for more information:
https://developer.xamarin.com/guides/ios/deployment,_testing,_and_metrics/using_instruments_to_detect_native_leaks_using_markheap/
Also, Below is a useful article that talk about Xamarin.Forms Memory management.
Hopefully it will be helpful.
https://igorelikblog.wordpress.com/2016/07/08/xamarin-form-memory-management/
I am developing an iPad application with Xamarin.iOS and MVVMcross. So I have a PCL with my View-Model and my Model, and an iOS project with the view. I use Visual Studio.
Before, I used Xamarin.iOS 6.3.6 beta version, and when I tried to launch the app on the device, an .app file was created and getting it with my Ipad, I could launch the application (impossible to launch directly from Visual Studio).
Yesterday, I uploaded Xamarin.iOS to 6.4.1. On simulator, everything's okay. When I try to launch the application on device, now the app is directly installed but the build stop and the following error appear in the debug output :
Failed to load AOT module '<my PCL>' while running in aot-only mode: doesn't match assembly.
And if I click on my app icon on the device,a black screen appear and disappear immediately.
Does someone know why this error appear?
This looks like something was cached somewhere or not updated correctly.
Here are a few ideas to try:
Delete the app from the device.
Clean & Rebuild your app.
Build & install from Xamarin Studio on your Mac.
Copy the Debug configuration to a new configuration (DebugTest for instance), and run that configuration instead.
I regularly get the same issue here.
The workaround that I use is to switch the platform in the Visual Studio build Configuration Manager to "iPhoneSimulator", run a quick debug session on that, then switch the platform back to "iPhone", and the problem disappears for a while.
Unfortunately I have no intelligent reason as to why this works. It seems to be doing a better job of the "Clean and Rebuild".
After reading a similar bug, I found that clearing the mtbs folder on the OS X host which is located at $HOME/Library/Caches/Xamarin/mtbs/ fixes this problem for me.
I have to do it so frequently I just have a PuTTY session open on my Windows box to clear the folder. I do hope that Xamarin fixes this issue soon.
Make sure Linker Behaviour is set to Don't Link
Clean, rebuild, remove old version from app.
Worked for me at least.
This happened to me after I upgraded to XCode 5/iOS7. I noticed a warning that I hadn't installed XCode Command Line Tools. After I did that I rebuilt the application and it now runs.
I just had this problem and got it to work again by opening the Apple project properties and changing the provisioning profile identity from "Distribution" to "Developer".
My workaround on Mac is to
Close Solution in XS
Quit XS. Command-Q
Reopen it and reopen solution.
After that it usually works again.
I have a PhoneGap app that works perfectly on the iPhone 3.2 simulator and also iPhone 3 and 3GS devices.
I have just downloaded and installed the latest iOS SDK, changed the settings in Project>Edit Project Settings to allow the application to work, and run it successfully within the iPhone 4 simulator and even the iPad simulator.
However when I run it on a provisioned iPhone 4 device, nothing seems to happen when I run it. I get the splash screen, but nothing happens after that. In the log I get this:-
2010-09-13 10:11:34.156 MyApp[89:307] Going to play default movie
2010-09-13 10:11:34.169 MyApp[89:307] Can't find filename default.mov in the app bundle
2010-09-13 10:11:34.948 MyApp[89:307] Device initialization: DeviceInfo = {"name":"iPhone","uuid":"548444a41eee3aec9dd66511e12e6a6b1b277a2a","platform":"iPhone","gap":"0.9.0","version":"4.0.2"};
2010-09-13 10:11:35.022 MyApp[89:307] Docs Path:/var/mobile/Applications/D887FEA7-0C56-4991-890F-E790361A9D64/Documents
2010-09-13 10:11:35.037 MyApp[89:307] Free space is 15497396224
And nothing else!!
Really annoying. Anybody know what might be happening here? I tried fiddling with a few settings in the Project Settings but that doesn't seem to have fixed it.
Any help would be really appreciated.
Regards
Nick
Update - my problem. I had some external javascript which was crashing due to the way I was calling it from the HTML file. Weird that it only affected the iPhone/iPad device but not the simulators, but there you go....