Is there a way to run IOS Simulator on Windows 10? - react-native

I want to run IOS Simulator on Windows 10.
Is there a way to do this?

I dont think its possible to get the iOS simulator working on Windows. But if you are willing to explore a dual boot setup, have patience (and a supported motherboard/processor), then you could use OpenCore or Clover to get a macOS running on your pc. This will give you access to the iOS simulator and the other xcode tools.
If you take this route then you should know that macOS doesnt support ntfs writes out the box. This means that if you decide to create a shared volume that both the mac and windows partition would read and write from, then you would either need a 3rd party ntfs drive (e.g. macfuse) or to format your volume to exFAT (this gave me the best results and was free)
If you intend to run the latest macOS I would recommend going with OpenCore. The latest Clover versions ports pieces of OpenCore to it, and finding documentation on configuring the new Clover was a hassle for me. If you are fine with running Catalina and using an older xcode (and thus older iOS simulator), then I would recommend giving tonymac tools a shot. Building the installer took with very little effort. You need an account to download the tools (this is free but they ask for motherboard/gpu model for community posts and verification that you can actually run their software)

Native testing of iOS apps is only possible on an Apple device. But there are some ways to overcome that.
Some reference to external iOS simulating platforms: https://fossbytes.com/best-ios-emulators-pc-windows-mac/

Related

Does React Native support Apple's M1 macbook pro?

Can ios apps be compiled on the new M1 chipset?
Is there any schedule for official support?
The short answer is yes.
The latest version of XCode (version 12) is compiled as a universal app. This means that it runs on both Intel-based and Mac Sillicon machines natively. From Apple's website:
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.
This means that you should be able to compile iOS with the latest version of XCode without a problem. It would be kind of crazy for Apple to release professional hardware (MacBook Pro) without this capability.
Keep in mind that a number of third party applications may not work well on the ARM machines yet. VSCode is not currently supported on M1 devices (although Microsoft have said that it's coming). VSCode is an Electron based app which currently can't be emulated with Apple's Rosetta II platform. You might not use VSCode, but keep in mind that any Electron based apps that you use may not work straight away.
If you exclusively use XCode and don't critically rely on any third-party apps you should be ok.
EDIT: I just noticed that you tagged your post for react-native. Information is pretty slim for compatibility at the moment, so I would be cautious. If you need a Macbook Pro to do commercial work or school projects right now then you run the risk of things not working as intended. The M1 MacBooks will undoubtedly support everything that you need as a developer in the future and they're particularly great candidates for iOS development because of the parallels made possible by the shared ARM architecture.
If you're relying on a new machine to get work done right now, going with an Intel-based machine is probably the best option. For reference, I recently got an Intel-based 16" MacBook Pro with work because I need to get things done right now without any issues. The commercial value far outweighs the potential benefits that an M1 machine might bring in a year or two. If you're ok with running into some issues over the next few months, I'm sure that the M1 machines will provide plenty of value for years ahead.
While there are problems that do not allow compiling the application.
brew and cocoapods are installed in the console with rosetta enabled.
pod install / update fails because flipper and some parts of RN are not supported by the platform
if you use expo - without cli then everything is ok
updates: now cli working (after update all - homebrew, cocoapods and other to last version)
from what I know, iOS app only compiles on Mac os, so it should work with whatever macOS uses.

How to update mac OS application to support Catalina?

I have an old mac OS application developed in Mojave with the deployment target 10.12. Now how to update mac OS application to support Catalina? Or is the application automatically supports all future mac OS versions?
When developing for macOS (or any other Apple platform, for that matter), there are two key concepts to take into account when thinking about compatibility:
The SDK version: this is the SDK you're compiling against and it is usually determined by the Xcode version you're using to build your project.
The Deployment Target: this is the lowest OS version you want to support.
Normally, if you have followed the best practice in implementing your code and all of your dependencies have done the same, updating an app for a new macOS version requires only to download the latest Xcode on the latest macOS, build it and run your smoke tests (manually or through automated tests).
There may be things that have been deprecated in the meantime and Xcode will report them as warnings while building. You may read more about deprecated APIs in the macOS 10.15 release notes.
Keep in mind that you don't actually have to rebuild your app every time a new macOS version comes out. Even though it is better to test it at least once and dedicate time to explore and make use of new APIs, apps built on the previous version of macOS will, most of the times, run flawlessly on the next version (and maybe even further). This obviously depends on the app complexity, so your mileage may vary.

Is there any way can make a cocoa application which use base SDK 10.10 can run correctly in OS X 10.9

I have created a cocoa application which used the base SDK OS X 10.10. Some APIs which only exists in 10.10 are called. So it doesn't run correctly in the system which version is lower than 10.10.
So, i wan't to know is there any way can make my application run correctly in OS X 10.9 except rewrite it use lower SDK.? If not, What is the value of these new API. because i can't use it. If i used it application can't work in lower system.
Thanks!
You should use 10.10 as your Base SDK, and set your deployment platform to 10.9. You can then use respondsToSelector: and NSClassFromString to know if the class/method you're trying to use is available on the current OS, and degrade gracefully (for example, only make a feature available if you're running on the latest OS).
No, you'd have to rewrite it to use API calls which are available in 10.9.
The point of adding new calls to the API is because eventually everyone will have a device running the newer software - especially with Apple products - and then you'll be able to use it. Also, some people don't mind not being able to run on an older device. If they never added anything to the API then we would still be using the same things from 20 years ago.
If you think this is bad then try writing software for Android. The majority of devices are still running old API versions.
Essentially the answer is NO. You can't make an app which is built using the latest API's for 10.10 run in 10.9.
What the value of using the latest API's is depends on what you want to achieve. If you want to take advantage of the latest Apple technologies like iCloud Drive and CloudKit then you need 10.10. However, if your project doesn't need the these technologies then it may be worth making your app using a lower SDK.
It's worth noting that OS X 10.10 is free so you probably won't be alienating anyone by using the latest SDK. It's a different story for iOS where usually only the latest few iPhone and iPad models can be upgraded (e.g. iOS 8 from iPhone 4S and upwards).
Hope this helps.

Temporary iOS Development on Windows [duplicate]

This question already has answers here:
How can I develop for iPhone using a Windows development machine?
(42 answers)
Closed 5 years ago.
I am currently designing and planning an app that I intend to release for iPhone and iPad. I don't currently have a Mac, so I really have no way to actually publish the app, but I don't really want to buy a Mac either just for the development of the app.
Is there any way that I can write (and maybe even test) the app on Windows, then, once I have a finished product, buy a Mac or borrow a friends Mac to publish it.
I know that there is no way to publish to the Apple App Store without a Mac, but I was wondering if there is a way that I could develop and test the app (in Objective-C) on Windows.
I was wondering if there is a way that I could develop and test the app (in Objective-C) on Windows.
No, there is not. XCode is required for iOS development, and it is only available on Mac OS.
You could get a second, cheap hard drive, and install OS X on the hard drive to make your computer into a Hackintosh. You'd need a copy of OS X, and a willingness to break the TOS for the operating system.
This is actually a very frequently asked question, and I'm afraid the answer is no, you cannot do iOS development on Windows.
Back in the iPhone OS 2.0 days there was a cross-compiling framework that did accomplish this but it's abandoned and doesn't work for years now and AFAIK nobody bothered to make it work again (it's a lot of work and requires intimate knowledge about cross-compiling and hunts a constantly moving target).
The usual recommendation is to buy a used Mac Mini since they're cheaply available on sites like eBay.
duskwuff is right to a point... XCode itself is not actually requred in fact there is IDEA's AppCode IDE. Unfortunately, that only runs on OS X. The best thing you can do (other than get a cheap Mac) is install GCC on windows or a Linux VM compile from the command line, as GCC can compile Objective-C. However, that still is not a good solution since you won't have Access to Cocoa Touch and all those calls will error out as undefined or undeclared....
No, you can't. If your going to buy a Mac to publish in the future, why not just buy it now?
You can use OS X in a virtual machine on your windows system. I have read few articles on the internet how to do it using VirtualBox for that (google for it). Even if it's not officially supported by VirtualBox, it's possible. This breaks the TOC for OS X, and you need to buy a copy as well, but VirtualBox is free.
Yes you can!!!
Use virtual box.
Search some guides on "lifehacker.com" about getting mac on virtual box.
It's what I always used before getting a mac.

How to use WM2003 binary (dll) on Windows Mobile 6.1 (WM6.1) device ? (PE-loader can't accept old binaries)

Hi!
I have an old plugin (as binary, dll), used by my application. It was build for WM2003. And now it crashes the app, if loaded on Windows Mobile 6.1 (WM5 works fine, WM6 too).
The source code is not available and it's no more supported by developer. So I can't rebuild it for WM6.1.
Is it possible to patch or convert the binary to allow it to work on WM6.1 ? If so, how can I do this ?
Thank you.
Edit: I've found, that the problem is in PE loader, which acts not the same on WM6.1 (comparing with WM6 and earlier).
Does this plug-in use MFC or ATL? Earlier versions of WinMo had a different ATL/MFC version baked in, so MFC or ATL apps written in Studio will not work unless you deploy the newer ATL/MFC libraries along with the app, just as the old apps will not work on new devices unless you deploy the old MFC/ATL libraries.
This problem is rare, but some information can be found.
The common solution is to rebuild a binary in VS2008 (TCPMP new VS2008 builds for WM6.1), but this will not help, if you don't have the source code.
I've found the problem explanation and another solution in cegcc mailing list (arm-wince-cegcc on Windows Mobile 6.1). In Windows Mobile 6.1 Memory Management scheme was changes.
This slot arrangement remained pretty constant from Windows Mobile 2003 to Windows Mobile 6.0. However, with the release of Windows Mobile 6.1, things were changed to reduce the DLL pressure and to help out in the Device Manager process space.
In Windows Mobile 6.1, the stacks for the device manager are no longer allocated in the processes’ slot. Instead, the operating system uses slot 59, at the top of the Large Memory Area, for the device manager thread stacks. ...
And the workaround for this issue is to declare the DLL in registry (to tell the OS not to load it in high memory).
I don't like this workaround, so I try to find some binary patcher. And found it :)
It's not really a patcher, it's UPX - the Ultimate Packer for eXecutables. But it solves the problem perfectly. The DLL, packed with UPX don't crashes the application and runs fine.