Testing ipad apps on mac
To launch your own app's code in the simulator, load it in Xcode, pick the type of device to simulate in the scheme pop-up menu and click "Run. To interact with the simulated iPhone, click or drag on the screen to simulate taps and swipes, respectively. Press the "Option" key to simulate multi-touch features. For example, to pinch the screen, place your cursor on the screen and hold down the "Option" key.
Drag the circles that appear to the starting locations for the simulated fingers. Hold "Shift," move the circles to the desired center location of the pinch and release the key. Finally, hold the mouse button and move the circles to the end position, and then release the "Option" key. To simulate non-touch features, such as rotating the screen, open the "Hardware" menu and pick an option.
The iOS Simulator cannot replicate every iPhone feature. If your app uses iPhone hardware components, such as the accelerometer, gyroscope, camera or microphone, you will have to test your app on an actual iPhone. The simulator also does not give an accurate representation of your app's performance on the iPhone hardware itself, so you should test your app on a real device after making significant changes.
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Unlike a real phone, however, the simulator has debugging features for finding errors in your app, including slowing down animations and marking misaligned images. You can enable these features in the "Debug" menu. Aaron Parson has been writing about electronics, software and games since , contributing to several technology websites and working with NewsHour Productions.
The database based on Word Net is a lexical database for the English Language. See disclaimer. Dont Go! How to Make a Game App. Only Macintosh computers can run Xcode, which is required to test iPhone apps.
Testing iOS on a Mac (for Free!)
Except, that "No" should have had an asterisk after it, because while Apple still plans to ship two distinct operating systems—one for mobile, one for desktop—the company has been working on bringing iOS apps to Mac hardware. He revealed some of the technical details around how this will work, and shared some of the types of iOS apps he believes make sense on the Mac. Federighi was also dismissive of touchscreen laptops—a product category that would seem like a natural addition to Apple's line once laptops begin running touch-first mobile apps.
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The point of this is not to create a single unified OS, Federighi said. But the fact that Apple spoke openly about an initiative that could arrive as late as a year from now is a clear nod to how the tech giant perceives the future of apps. It also says something about the health of the Mac's App Store, which has tens of thousands of apps but remains dwarfed by the the mobile App Store, which boasts millions of apps.
Behind the scenes, Apple has been building tools third-party developers can use to port their apps from iOS to MacOS with what Federighi insists will be minimal effort. On the surface, it seems obvious that Apple might make some of its own apps available across different platforms. But behind the scenes, Apple has been building tools third-party developers can eventually use to port their own apps from iOS to MacOS with what Federighi insists will be minimal effort.
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Apple began this initiative around two years ago, and its own internal software engineers have been beta testing the tools. These four iOS apps for Mac are the products of that testing. These efforts had been rumored before. Bloomberg reported at the end of last year that Apple was working on some sort of solution to let app makers build a single app that could run across both iOS and MacOS.
But there were still questions about how these multi-platform apps would be developed and how certain interactions would work; using an iPhone touchscreen is different from using a mouse on on a Mac, for example. At a high level, Federighi described what Apple is doing as bringing an iPhone software framework over to Mac and making it native to Mac, rather than using some type of simulator or emulator. Both iOS and MacOS share a common kernel and have common sets of frameworks for things like graphics, audio, and layout display.
But over time, each platform has evolved differently. The biggest and most well-known framework is UIKit, but that was built for iOS way back at the start and wasn't designed to address mouse and keyboard controls.
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Just like developers are currently able to target an iPhone or an Apple TV as the device where their app will run, they'll soon be able to target the Mac as well. Even though the apps are being shared between operating systems, Federighi emphasized that your Mac won't start behaving like an iPhone. For app makers, some aspects of app porting will be automated and others will require extra coding. Using Xcode, Apple's app-making software that runs on Macs, a developer will be able to indicate they want to write a variant of their iOS app for MacOS.
Certain interaction UIs will happen automatically, like turning a long press on iOS into a two-finger click on a Mac. App makers may have to do some extra coding, though, around things like menus and sidebars in apps, such as making a Mac app sidebar translucent or making share buttons a part of the toolbar. Even though the apps are effectively being shared between operating systems, Federighi emphasized that your Mac won't start behaving like an iPhone. Not every kind of mobile app will make practical sense on a Mac. You're not going to pick up your Mac and walk down the street using motion sensors to track your physical activity, for example.
But Apple believes that many games will easily be able to make the leap; Federighi specifically mentioned Fortnite as a candidate for porting. Of course, developers are able to make these apps for MacOS now. It's just more work, given the current toolset. And on the user side, there would have to be some sort of value add, whether it's specific app features or even privacy concerns, for a person to want to download and hangout in a desktop app rather than quickly look up a restaurant or a movie in the web browser.
I asked Federighi whether the fact that iPhones and Macs run on different chip architectures would impact how the same app runs across both devices. When addressing my question about whether iOS apps moving to MacOS is a natural precursor to touchscreen Macs, Federighi told me he's "not into touchscreens" on PCs and doesn't anticipate he ever will be.
Federighi added that he doesn't think the touchscreen laptops out there today—which he referred to as "experiments"—have been compelling.