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1. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 10, 2014 8:55 AM (in response to Graham Smith)Xcode 6 only comes with the iOS 8 simulator. You can go into Preferences, Downloads, and get the iOS 7.0 and 7.1 simulators, but I don't see any option for iOS 6. If you want to do iOS 6 simulator testing keep Xcode 5.1.1 installed.
Still, there seems to be a problem with testing to the Xcode 6 simulators, even if you download the 7.1 version. It crashes Flash if there's a space in the filename (like, I had my Xcode 6 named as "Xcode 6GM"), and fails to install apps if there isn't a space in the name. Also, since installing Xcode 6 I can't test to the 7.1 simulator in Xcode 5.1.1.
I'll report that.
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2. Re: iPhone 6 simulator - ipa install error - Xcode 6
Graham Smith Sep 10, 2014 12:28 PM (in response to Colin Holgate)Hi Colin,
Thanks for the quick response..
i just need to test apps on the simulator for the new iPhone 6 and iPhone 6 plus on iOS 8 and make screen shots etc..
it seems that it's not possible to do this at the moment..
and like you, i now have no ability to test on older simulators either ...
oh fum !
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3. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 10, 2014 1:38 PM (in response to Graham Smith)You could set the stage size to match the new devices, and do a test using the AIR Debug player.
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4. Re: iPhone 6 simulator - ipa install error - Xcode 6
flashisland Sep 13, 2014 7:21 PM (in response to Graham Smith)We are also experiencing this issue. Any updates on a fix?
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5. Re: iPhone 6 simulator - ipa install error - Xcode 6
Graham Smith Sep 14, 2014 9:12 AM (in response to flashisland)no updates as yet .
hope this gets sorted soon tho... its very disappointing not being able to test for iPhone 6...and could be costly for us..
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6. Re: iPhone 6 simulator - ipa install error - Xcode 6
jochends Sep 14, 2014 2:46 PM (in response to Graham Smith)Same problem here, Flash crashes with any simulator, also those fom Xcode 5, even without spaces in the path name.
I was able to install my apps manually in the iPhone 6+ simulator though. They ran as expected, a scaled-up version of the iPhone 5 resolution. Unfortunately it doesn't seem possible to use the native resolution of those devices, as Flash doesn't add the required launch images correctly (iOS 8 seems to handle this differently). So we'll have to wait for Adobe to properly support the new devices anyway...
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7. Re: iPhone 6 simulator - ipa install error - Xcode 6
flashisland Sep 14, 2014 3:35 PM (in response to jochends)How were you able to install the app manually in the simulator?
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8. Re: iPhone 6 simulator - ipa install error - Xcode 6
jochends Sep 14, 2014 4:40 PM (in response to flashisland)Well, I'll describe what I did, but I don't know why exactly it works like this, nor can I guarantee it will work for you
1. Install a native app on the simulator of choice (e.g. iPhone 6+) with Xcode 6.
2. Build the an ipa file for the simulator with Flash (this crashes Flash for me, but it builds the ipa before crashing), and unzip it so you can access the .app file in it.
3. Locate the directory of the simulator you want to use. In ~/Library/Developer/CoreSimulator/Devices you will find several folders (with names that look like hexadecimal), each with a simulator. Check the device.plist file in each to find the simulator you want. The one for iPhone 6+ contains the string "com.apple.CoreSimulator.SimDeviceType.iPhone-6-Plus".
4. In that folder, go to data/Containers/Bundle/Application, where you should see another folder with a hexadecimal name, containing the .app file of the native app installed in step 1.
5. Next to that folder, create a new folder for your app. I named that folder after the app bundle ID. Copy your .app file from step 2 into that new folder.
6. In the folder of the native app (step 4), open the hidden file named .com.apple.mobile_container_manager.metadata.plist and change the string under MCMMetadataIdentifier into your app's bundle ID. I didn't change the other stuff in there as I don't know what it means. Save this changed file into the newly created folder next to your .app file.
7. Open the simulator (located at /Applications/Xcode.app/Contents/Applications) and in it the chosen device in the hardware menu. On the 2nd page you should hopefully see your app icon. If not, then it means that one of the many other things I tinkered with had an effect as well...
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9. Re: iPhone 6 simulator - ipa install error - Xcode 6
flashisland Sep 14, 2014 5:37 PM (in response to Graham Smith)Thanks jochends for the in-depth explanation! You made a couple of points that allowed me to find an easier way to do a manual install. I used the ios-sim tool at https://github.com/phonegap/ios-sim that can be installed via homebrew (thanks to this discussion).
Here is what I did for anyone else that wants to test on the iPhone 6.
1. Build the ipa file for the simulator with Flash (it crashes but the ipa will be intact)
2. Rename it to .zip and unzip the content to find the .app file
3. Use the ios-sim launch command with the command line option "--devicetypeid com.apple.CoreSimulator.SimDeviceType.iPhone-6".
Hopefully that helps! Unfortunately I was able to crash the simulator and kept getting a push notification request dialog, which I did not experience on an actual device running iOS 8. Lets hope it is just a problem with the simulator!
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10. Re: iPhone 6 simulator - ipa install error - Xcode 6
jochends Sep 15, 2014 3:07 AM (in response to flashisland)Awesome, I will try that!
I'm also getting a notification request dialog (but for local notifications, not push). I thought this was something new in iOS 8, but I don't have a device running it so I can't check...
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11. Re: iPhone 6 simulator - ipa install error - Xcode 6
flashisland Sep 15, 2014 5:48 AM (in response to jochends)After doing more research, the push dialog request is due to a change in iOS 8. Now local notifications, including the app icon badges, request permission from the user just like a regular server-based push used to.
It appears that users who upgrade to iOS 8 will not see the permission dialog for apps already installed, but new apps will get dialog the first time you schedule a local notification or try to change the icon badge.
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12. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 15, 2014 6:05 AM (in response to flashisland)There was an issue in iOS 8 betas, where any AIR app would ask permission for local notifications, even if you were not using notifications at all. That seemed to get fixed in the GM build. Maybe the simulator version isn't based on the GM version? Either that or your app is actually using notifications.
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13. Re: iPhone 6 simulator - ipa install error - Xcode 6
flashisland Sep 15, 2014 9:13 AM (in response to Colin Holgate)For us we are actually using local notifications, which is what was causing the permission dialog.
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14. Re: iPhone 6 simulator - ipa install error - Xcode 6
Fagner FFS Sep 19, 2014 12:04 AM (in response to Graham Smith)For me it worked using Flash Builder 4.7 with last AIR 15 beta 15.0.0.258 and Xcode 6.0.1. It works perfectly even debugging!
But if you use last Xcode 6.1 GM beta won't works. You should set the environment variable to use the device version that you want, just run this command in your terminal:
launchctl setenv AIR_IOS_SIMULATOR_DEVICE "iPhone 6 Plus"
I hope it helps
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15. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 10:05 AM (in response to Graham Smith)Latest AIR 15 beta SDK got rid of this error and allowed me to test in the simulator. To test on iOS 8, I had to move all of my old SDKs out of /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/S DKs. If I had any older SDKs in there, Flash Builder would re-launch the simulator using them.
Additionally, I can't test using any device other than the iPhone 5, whose simulator doesn't fit on my screen. Flash Builder will always launch to that device regardless of what settings I choose in the Debug Config window. Switching devices in the simulator itself doesn't work since the app installs seem to be device specific and Flash Builder ignores what is currently open and launches to the iPhone 5, rebooting the simulator.
Any ideas on how to fix that?
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16. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 19, 2014 10:08 AM (in response to Apocalyptic0n3)You should be able to change hardware in the simulator, but then don't relaunch the app from Flash Builder, just use the simulator and find your app icon (probably on the second page), and open the app from there.
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17. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 10:12 AM (in response to Colin Holgate)There are no icons whatsoever when I switch devices. It just goes back to the default iOS apps. My installed apps disappear. That part isn't an AIR issue since it happens with my native apps as well.
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18. Re: iPhone 6 simulator - ipa install error - Xcode 6
Graham Smith Sep 19, 2014 10:56 AM (in response to Graham Smith)Something still not quite right here , been using Air 15.0.0.274 and Xcode 6.0.1 .
The usual method of installing via ADT on the command line would be :-
./AIR15.0/bin/adt -installApp -platform ios -platformsdk /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator8.0.sdk -device ios-simulator -package MyApp.ipa
The above method appears to install without error, however nothing appears within any of the simulators..
The only way i've found to test, is to manual install the .app files and view that way..
Does anyone know of a newer syntax for installing with iPhoneSimulator8.0.sdk via ADT command line ?
Also, when testing for iPhone 6 plus , I'm getting reduced resolution and blurry images, this sim should be displaying
at 1080 * 1920 (1242 * 2208) but only gives 828 * 1472 - exactly two thirds resolution even with Default-414w-736h@3x.png as the launch image.
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19. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 19, 2014 11:00 AM (in response to Apocalyptic0n3)How can there be no icons whatsoever, and also be back at the default apps? My guess is you mean that the only icons you see are the standard iOS 8 ones. But look at the bottom of the screen, are there not two white dots? What do you see if you swipe into the second screen of apps?
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20. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 11:05 AM (in response to Colin Holgate)Yes, sorry. There are only the default iOS 8 apps, none of my own. Two pages, yes, but still none of my apps show up on any of the pages. They are simply not there.
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21. Re: iPhone 6 simulator - ipa install error - Xcode 6
Fagner FFS Sep 19, 2014 11:24 AM (in response to Apocalyptic0n3)Apocalyptic0n3 try to run this command in your terminal: launchctl setenv AIR_IOS_SIMULATOR_DEVICE "iPhone 6 Plus"
then close FlashBuilder and open again. For me no matters what I choose in FB debug option doesn't change the device in Simulator. All the time I want to change the device I have to that. You can change "iPhone 6 Plus" to match the name of device available in your simulator you want run.
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22. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 11:40 AM (in response to Fagner FFS)Thanks. That worked. I must have run it with a typo earlier when I tried it. I'm able to choose what device to launch with now, though it does stink that you can't change these through Flash Builder
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23. Re: iPhone 6 simulator - ipa install error - Xcode 6
Fagner FFS Sep 19, 2014 11:52 AM (in response to Graham Smith)For those are having problems with iPhone6 plus making a scale of the content, you have to put new launch image sizes 750 x 1334 and 1242 x 2208 for portrait.
I always used just putting default launch images on the main src folder as: Defaul-Portrait.png etc .. but for some reason for these new iPhone6 images it's not working. I put as Defaul-Portrait@3x.png and Default-736@3x.png and not worked. So I had to specify in the descriptor in iPhone tag and it worked:
<key>UILaunchImages</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>8.0</string>
<key>UILaunchImageName</key>
<string>Default-667h</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{375, 667}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>8.0</string>
<key>UILaunchImageName</key>
<string>Default-736h</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{414, 736}</string>
</dict>
</array>
The problem is that iphone5 images stopped to work, probably because now I have to specify all the images in the descriptor. Anyone knows why is not working just pasting the images in the main src folder? I'm using wrong name?
Adobe + updates = hard time
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24. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 11:58 AM (in response to Fagner FFS)I have the new launch image sizes and default names to use.
iPhone 4/4S: Default@2x.png - 640x960
iPhone 5: Default-568h@2x.png - 640x1136
iPhone 6: Default-375w-667h@2x.png - 750x1334
iPhone 6 Plus: Default-414w-736h@3x.png - 1242x2208
I've tested those in the simulator and they seem to work
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25. Re: iPhone 6 simulator - ipa install error - Xcode 6
Fagner FFS Sep 19, 2014 1:23 PM (in response to Apocalyptic0n3)Did you just copy the files ?
For some reason now stopped to do scale but seems to be getting wrong file in initialization. I've put another file to test with another color and it don't get it.
What about the resolution, what are you getting in iPhone6 plus simulator?
Thanks
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26. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 1:33 PM (in response to Fagner FFS)I'm getting full size for everything. Works fine in all 4 device simulators. No letterboxing, images show up, etc. I'm not using any XML config, either. Just those images in my src/root directory
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27. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 19, 2014 1:55 PM (in response to Apocalyptic0n3)If you don't include the new splash screen sizes, do the iPhone 6/6+ then show letter boxing?
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28. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 1:56 PM (in response to Colin Holgate)Yes, I get letterboxing on iPhone 5, 6, and 6 Plus
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29. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 19, 2014 1:59 PM (in response to Apocalyptic0n3)I didn't mean if you remove all screens. Suppose you include the Default-568h@2x.png do you then not get letter boxing on iPhone 5, but do get it on the other two?
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30. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 2:06 PM (in response to Colin Holgate)Looks like:
- Include Default-568h@2x.png but not Default-375w-667h@2x.png or Default-414w-736h@3x.png , it upscales (and noticeably so)
- Include Default-375w-667h@2x.png and Default-414w-736h@3x.png but not Default-568h@2x.png, it doesn't letter box and doesn't upscale
- Do not include any launch images, I get letterboxing
I only tested using the iPhone 6 simulator since I didn't feel like restarting Flash Builder a bunch of times to test, but I assume the same will apply to the Plus since it is the same aspect ratio as the iPhone 5 and iPhone 6
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31. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 19, 2014 2:12 PM (in response to Apocalyptic0n3)Just to make sure I understood the first part, with just 568h you don't get letter boxing on any device, but you would notice scaling artifacts on iPhone 6? If that the case it's ok for now then, our clients can get around to doing the other sizes and resubmitting at their leisure.
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32. Re: iPhone 6 simulator - ipa install error - Xcode 6
Apocalyptic0n3 Sep 19, 2014 2:22 PM (in response to Colin Holgate)Yes. If you include the 568h image, but not the others, it simply scaled your app up as if it were an iPhone 5 app. It's a little fuzzy, especially around text, but still entirely usable. Old apps should be fine so long as they targeted the iPhone 5 (so anything with an update since last October, I believe, when Apple started mandating the iPhone 5 launch image)
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33. Re: iPhone 6 simulator - ipa install error - Xcode 6
Fagner FFS Sep 19, 2014 3:03 PM (in response to Apocalyptic0n3)in iPhone 6 I'm getting right size (750x1334), but in IPhone 6 plus I'm getting:
Capabilities.screenResolutionY=1472
Capabilities.screenResolutionX=828
Flex.applicationDPI=320
Is this happening to you?
The launch image now is getting right, I can see it when I open the app.
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34. Re: iPhone 6 simulator - ipa install error - Xcode 6
Graham Smith Sep 19, 2014 3:08 PM (in response to Fagner FFS)i get the same problem with AIR 15.0.0274 using the correct launch image .... however native apps get FULL resolution ..
we need another update for AIR 15.0 pronto...
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35. Re: iPhone 6 simulator - ipa install error - Xcode 6
jochends Sep 19, 2014 4:01 PM (in response to Graham Smith)I also have the problem that the iPhone 6 plus simulator is reported as 1472x828 (value of stage.fullScreenWidth x stage.fullScreenHeight).
But I think that on the actual device it may be reported correctly as 1920x1080. AIR runs on OpenGL, which should report the resolution of the framebuffer, not the virtual resolution of 2208x1242. See ios - iPhone 6 Plus resolution confusion: Xcode or Apple's website? for development - Stack Overflow
Whereas the simulator really is 2208x1242, which might be too big for AIR to handle?
I hope someone with the actual device will soon be able to confirm this
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36. Re: iPhone 6 simulator - ipa install error - Xcode 6
Justin_as3_rules Sep 21, 2014 12:01 PM (in response to jochends)Has anyone tried testing on an actual Iphone 6 the following png files.
iPhone 4/4S: Default@2x.png - 640x960
iPhone 5: Default-568h@2x.png - 640x1136
iPhone 6: Default-375w-667h@2x.png - 750x1334
iPhone 6 Plus: Default-414w-736h@3x.png - 1242x2208
I have access to an iphone 6 in a few days from now and would like to to know the size of the Default.png files that need to be included in Flash Pro CS6.
Justin
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37. Re: iPhone 6 simulator - ipa install error - Xcode 6
tekintatar Sep 22, 2014 10:39 AM (in response to Justin_as3_rules)I tested on iPhone 6. these are correct dimensions. Did not have any chance to try on 6+.
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38. Re: iPhone 6 simulator - ipa install error - Xcode 6
derRaab(); Sep 24, 2014 3:05 AM (in response to tekintatar)Hi everybody,
I use Flex SDK 11.0 with the latest AIR 15 from Adobe Labs with XCode 6 and compiled our app for iOS 8 with the new "Default" image sizes.
This is what I get on my iPhone 6 Plus:
iPhone 5 format:
Default image included: Default-568h@2x~iphone.png (size: 640x1136 pixels)
stage.stageWidth: 640
stage.stageHeight: 960
Capabilities.screenResolutionX: 640
Capabilities.screenResolutionY: 1136
Capabilities.screenDPI: 326
iPhone 6 format:
Default image included: Default-375w-667h@2x.png (size: 750x1334 pixels)
stage.stageWidth: 640
stage.stageHeight: 960
Capabilities.screenResolutionX: 828
Capabilities.screenResolutionY: 1472
Capabilities.screenDPI: 326
iPhone 6 Plus format:
Default image included: Default-414w-736h@3x.png (size: 1242x2208 pixels)
stage.stageWidth: 640
stage.stageHeight: 960
Capabilities.screenResolutionX: 828
Capabilities.screenResolutionY: 1472
Capabilities.screenDPI: 326
As you can see, screenDPI is always 326 and stage size always 640 x 960. Any ideas how to we activate full pixel support for stage?
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39. Re: iPhone 6 simulator - ipa install error - Xcode 6
Colin Holgate Sep 24, 2014 6:51 AM (in response to derRaab();)The stage size will be the size of the stage as created in Flash. If you're using noscale then there will be a resize event that you can listen for, to find out what size the stage has changed to. That should match the device screen size.




