For my development process it would be ideal if I could start my Cordova app directly from the command line and have it load into a specified emulator. I can do this by running the following from the project root directory:
Besides this simulated device, I would also like to test on (for instance) an iPad. I have these emulation images installed, and I can start my app in them manually in Xcode. Also, the command list-emulator-images (located in project_dir/platforms/ios/cordova/lib) gives the following output:
However, the thing is: I can't seem to figure out how to start the emulator in anything other than the default (which appears to be the iPhone Retina (4-inch) emulation image). The relevant output of cordova help gives the following information:
The documentation for the command-line tool doesn't offer any information in this regard, and an extensive Google-search also failed to turn up anything. Am I missing something trivial? Or am I trying to do something weird? I really hope someone here has experience with this, and can provide some answers.
Old thread, I know, but it seems, perhaps, that the answer has changed slightly. The hints from earlier posts in this thread helped, but so did reading the documentation included in the code, /platforms/ios/cordova/lib/run.js
Execute ./platforms/ios/cordova/lib/list-emulator-images to list the available emulator images. Do not include the version number on the end when making the cordova call to run in the desired emulator.
Runs iOS simulator with web request based on already generated build for cordova application. Execute this request from browser opens simulator on mac with iPhone 8Plus version: :3000/cordova/build/[xxxx-buildnumber]/emulate?target=iPhone-8-Plus
Emulators on iPhone, as well as emulation in general, are in a strange legal gray zone. Previously, the only way to get an emulator on your iPhone was through some workarounds that generally involved jailbreaking your phone. That differs from Android, which has enjoyed native emulators for years. In 2024, Apple updated its App Store guidelines to allow for emulators on its store, but with some important restrictions.
One of the first emulators to hit the App store is taking us way back to the Commodore 64 days. Emu64 XL replicates the original system, with the programs themselves written in the original CBM64 basic programming language. You can play games using the virtual joystick or a keyboard that replicates the one used with the real console, or you can connect your own controller or keyboard to play. Perhaps the most fun part of this emulator is how easy it is to develop your own little games within it if you know some basic programming.
For more than 25 years, developer Game Freak has found a way to reinvent the Pokmon franchise for each new generation of gamers. Both brand-new Pokmon trainers and seasoned Pokmon masters are captivated by these cute (and sometimes scary) little monsters. Maybe it's the drive to catch 'em all that keeps players coming back. Or perhaps it's how adorable these little pocket monsters can be. Whatever the reason, players continue to return to or start exploring the Pokmon franchise.
Between new main series titles that bring new regions and Pokmon into the mix -- like Pokemon Legends: Arceus, Pokmon Scarlet and Violet, remakes, and spinoffs -- there's a massive library of Pokmon games to choose from. Everyone has their favorites, but some are arguably better than others (just like Nintendo's long-running Metroid and Legend of Zelda series). We divided every Pokmon game into a couple of categories and ranked them accordingly.
You can download UTM SE for free on App Store for iOS and visionOS, and it'll be added to AltStore Pal, an alternative app marketplace in the EU. "Shoutouts to AltStore team for their help and to Apple for reconsidering their policy," UTM posted on X (formerly Twitter).
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Android emulator, on the other hand, uses QEMU to run ARM (or x86, but ARM is more popular) CPU virtual machine, with all the software stack on top of it - Linux kernel, Android system image, etc. Think of it as an emulated hardware.
It's a sort of trade off - the way iOS does it is much faster, but it is harder to make it 100% compatible with the target system. For Apple it was perhaps a bit simpler, as iOS and Mac OS have many things in common.
For Android it makes a lot of sense to emulate the whole stack - it is easier to build cross-platform SDK, easier to test some system level components with it, etc. It's simply a different ecosystem, with different goals. Don't forget, that Android emulator can be used e.g. to test native ARM libraries compiled with Android NDK.
Today the Android emulator performance is more or less acceptable, but it was just a disaster in the early Android days. That said, personally I think that fast, API-level native simulator for Android would be a great addition to the SDK, making it possible to test less demanding projects much faster.
Apple Simulator is created using system configuration means it will take the System's ram, memory,cache automatically you don't have to configure it, so an Iphone Simulator is not act as real device but in case of Android one has to provide all the configuration details before creating the emulator,Android emulator to a great extent will act as real device but can be much slower than an Iphone Simulator.
First of all Android does not have a Simulator it has an Emulator.Secondly I believe the speed of the Emulator depends on your machine config. Better the config the better it will run provided you have created the AVD properly and given it ample memory.
A simulator behaves similar to something else, but is implemented in an entirely different way. It provides the basic behavior of a system but may not necessarily abide by all of the rules of the system being simulated. It is there to give you an idea about how something works. It uses Desktop resources like processor, ram etc.,
An emulator is a system that behaves exactly like something else, and abides by all of the rules of the system being emulated. It is effectively a complete replication of another system, right down to being binary compatible with the emulated system's inputs and outputs, but operating in a different environment to the environment of the original emulated system.
The Android simulator is actually an emulator, designed to mimic a mobile device running Android, meaning it emulates the hardware running Android OS, to make it as close to 100% identical as possible. The JVM converts Java bytecode into ARM instructions that are decoded by the emulator.
The iOS simulator works at a higher level, simulating the operating system and its libraries, translating OS calls into OS X implementations and simulating events in the other direction like device rotation or low memory conditions. When you run an app on the iOS simulator, the app is compiled into x86 that runs natively on your Mac. Unlike the Android emulator, your iOS app won't run out of memory in the simulator because it's not constrained to any particular iOS device's memory limitations.
How to choose iPhone model to debug a Flutter application using VSCode? Currently every time I debug an app, iPhoneX always starts, but I would like to choose another model, for example iPhone 8, how do I do this?
It seems like a neat idea though - I'd encourage raising an issue in the flutter/flutter repo (VS Code delegates listing and launching emulators to the Flutter tool - this allows more code to be shared across editors). Please include some info on your use cases (for example why you usually want iPhone 8 instead of X) to ensure they're considered (for example one way to avoid having a huge list of devices would be to include one iPhone, one iPad, etc. - but this might not cover your requirements).
Also - FWIW, for me the similator always loads the device that was last used.. I selected iPhone 8 and quit, then next time I launched it (from VS Code) it was still iPhone 8. Do you not see this behaviour?
About a couple of days ago, I was in my CSP class and we were programming an app and my teacher said that now we should connect our phones to app inventor. My teacher has sent us this app in which we can use app inventor on our phones, and it has worked perfectly fine in the past. But when I tried to connect it, it was just stuck at 50% for about 1 minute and said an error occurred. I thought nothing of it because I know that there might be some bugs, so I kept on trying and trying but it just wouldn't connect. I even deleted the app and tried to connect it but it just won't work. When I tried my other apps, they started to load but then stopped at 93-94% instead of the 50, but it still wouldn't load. My teacher told me to try and use the App Inventor Setup software (on windows)
-setup-software
I clicked the link and everything seemed to be working fine but when I tried connecting app inventor to the emulator, it just kept on trying to connect. I then deleted the emulator and tried to install it again, but when I try to install it again, it says an error occurred.
I have no idea what is going on. I did recently upgrade my wifi router but I don't think that is the problem. Could it be something to do with my computer? It has worked perfectly fine up until now, and I seem to be the only one with this issue. Thanks
Hi - actually I have the same problem as you currently! I'm using an Android device for sure, and it turns out an error during testing the codes. I think there are two possibilities which suits you - one is that your device is not an Android device, or second is that there are too many coding at the same time - it cannot load with such amount - thus it said with an error. I think the second one has a higher chance as I have the same reason as this.
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