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#Appcode ios simulator mac#Depending on the version of iOS you have running on your iPhone, you will need a certain minimum version of Xcode, which would require a certain minimum version of macOS, which would mean your Mac cannot be too old (see Apple’s requirements table). This means your iPhone must be at least iPhone 6s. The labs further require iOS 15 or higher to run. Something like this should help you.Apple requires the use of Xcode running on macOS to develop for iOS. #Appcode ios simulator how to#Pls refer this previous SO question also What #defines are set up by Xcode when compiling for iPhone iPhone simulator - how to detect when app is running on simulator (so can setup test data)? Programmatically detect if app is being run on device or simulator #if TARGET_OS_SIMULATOR #if in Simulator - no app store or on the Device") Īnd when ONLY interested in the device #if on device") TARGET_OS_IPHONE tells you that you're working on the iPhone instead of MacOS. TARGET_IPHONE_SIMULATOR tells you if you're in the iPhone simulator. Keep in mind UIDevice provides you already with information about the device itself. How to detect app is running on simulator or device In order to work around this warning, see one of the other answers. #if (arch(i386) || arch(x86_64)) & os(iOS)Īlso, since the flag is replaced with a 0 or a 1 by the swift preprocessor, if you directly use it in a if/else expression the compiler will raise a warning about unreachable code. This is impossible with a dynamic check, whereas it's trivial with a static check. Say, for example, that you want to have different imports on the device and on the simulator. For instance you won't be able to use it in place where a if/else is syntactically invalid (e.g. Please notice that this is different and slightly more limited than using a preprocessor flag. If you instead are ok with a runtime check, you can inspect the TARGET_OS_SIMULATOR variable (or TARGET_IPHONE_SIMULATOR in iOS 8 and below), which is truthy on a simulator. If you are developing for a simulator other than iOS, you can simply vary the os parameter: e.g.ĭetect the watchOS simulator #if (arch(i386) || arch(x86_64)) & os(watchOS)ĭetect the tvOS simulator #if (arch(i386) || arch(x86_64)) & os(tvOS) #Appcode ios simulator code#The arch(i386) build configuration returns true when the code is compiled for the 32–bit iOS simulator. Latest use, now directly for all in one condition for all types of simulators need to apply only one condition - #if targetEnvironment(simulator)įor more clarification, you can check Swift proposal SE-0190Ĭlearly, this is false on a device, but it returns true for the iOS Simulator, as specified in the documentation: not a runtime if/else) you can't detect the simulator directly, but you can detect iOS on a desktop architecture like follows #if (arch(i386) || arch(x86_64)) & os(iOS) For detailed instructions on how to do to it, see answer. While this answer may work, the recommended solution for a static check (as clarified by several Apple engineers) is to define a custom compiler flag targeting iOS Simulators. #Appcode ios simulator update#How to detect if app is being built for device or simulator in Swift Update 30/01/19 So, for example, if you want to check that you are running on device, you should do #if TARGET_OS_SIMULATORĭepending on which is appropriate for your use-case. On earlier versions of the toolchain, you had to write: #include "TargetConditionals.h"īut this is no longer necessary on the current (Xcode 6/iOS8) toolchain. The relevant definition is TARGET_OS_SIMULATOR, which is defined in /usr/include/TargetConditionals.h within the iOS framework. It's in the SDK docs under "Compiling source code conditionally" What #defines are set up by Xcode when compiling for iPhone How can I programmatically determine if my app is running in the iphone simulator?Īlready asked, but with a very different title. ![]()
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