Nothing Simulator (Andy Clark) Mac OS

broken image


  • Train simulator for mac os free download. Ludwig Ludwig is a toolbox built on top of TensorFlow that allows to train and test deep learning models wi. Train Simulator 2020 contest offers you a chance to unleash your imagination and get recognition of train drivers across the world.
  • Mac Users: Unfortunately, if you have an older Mac (late 2009 for example) and are using Yosemite, you cannot use HAXM for 64 bit architecture. According to the release notes on HAXM: HAXM driver does not support emulating a 64 bit system image on Intel systems based on Core microarchitecture (Core, Core2 Duo etc.).
  • Mac Emulator free download - Mega Drive Emulator, Technitium MAC Address Changer, Mac Video Downloader, and many more programs.
This post is more than 3 years old.

I'm just getting started with developing applications for the iPhone / iPod Touch, and one of the first real hurdles I encountered was that Apple didn't make it easy by default to use their iPhoneOS SDK on non-Intel Macs. With some Googling around I was was able to find a variety of articles that mentioned workarounds, but the comprehensive solution was spread across lots of blog post comments, forum postings, etc. So, for my own reference and hopefully as assistance to anyone else who might be in the same boat, I'm consolidating the steps here.

Mac compatibility: Sounds obvious, but not all emulators run on macOS. If you'd like a little more information about using these emulators, take a look at How to run Android apps on Mac.

I'm using a 1.5GHz Powerbook G4, which uses the PowerPC (PPC) architecture. I downloaded version 2.2 of the iPhoneOS SDK, build 9m2621-final.

After the regular installation of the iPhoneOS SDK (which is really just the regular Xcode install with some additional packages thrown in) was complete, the Xcode new project menu was notably missing the option to choose the iPhone platform. On the advice of this 3by9 article, I took these steps:

Clark)
  1. Mount the SDK installer disk image
  2. Open the packages folder
  3. One at a time, install all of the .pkg files that begin with 'iPhone', using the default install destination
  4. When done, you'll have a 'Platforms' directory in the root level of your Mac's hard drive. Move the contents of that directory into the /Developer/Platforms/ directory. If you're like me, when you're done, you'll have three directories in /Developer/Platforms: 'iPhoneOS.platform', 'iPhoneSimulator.platform' and 'MacOSX.platform'.

Once that step is done, you'll be able to launch Xcode and create new projects that use the iPhoneOS platform and application types. But, you still won't be able to build or run those applications, because Apple has hardcoded the 'i386' (Intel) architecture as the only valid one to compile for. Thanks to a variety of comments on the above 3by9 post and comments 23-25 on this TUAW article, here are the remaining steps to address that:

  • Close Xcode and edit this file (perhaps after making a backup): /Developer/Platforms/iPhoneSimulator.platform/Developer/Library/Xcode/Specifications/iPhone Simulator Architectures.xcspec
  • Change line 12 to read Name = 'Standard (iPhone Simulator: i386 ppc)';
  • Change line 16 to read RealArchitectures = ( i386, ppc );
  • Add this chunk before the last closing parentheses:
  • Save the file and close it. Now relaunch Xcode.
  • With Xcode open and your project loaded, right click on the project name under the 'Groups & Files', and select 'Get Info'
  • Under the 'Build' tab and in the 'Architectures' menu, change these options:
    Set Architectures to 'Native Architecture of Build Machine'
    Set Base SDK to 'Simulator - iPhoneOS 2.2'
    Leave Build Active Architecture Only checked
    Edit Valid Architectures to be not only include armv6, but also 'ppc' and 'i386'.
    (I think some of these may be redundant, but it's the combination that's working for me.)

When you next build your project, you shouldn't get any errors about VALID_ARCHS.

I hope that's helpful. Since this is only one particular combination of build hardware/architecture and SDK software version, I'm sure there are other combinations out there where the above may not work, your mileage may vary.

Now, back to working on building an actual application...

Enjoy this? Subscribe to new posts, or follow me on Twitter @ChrisHardie.

Design, 3D-print and assemble a small arcade machine.

Mac os simulator
  1. Mount the SDK installer disk image
  2. Open the packages folder
  3. One at a time, install all of the .pkg files that begin with 'iPhone', using the default install destination
  4. When done, you'll have a 'Platforms' directory in the root level of your Mac's hard drive. Move the contents of that directory into the /Developer/Platforms/ directory. If you're like me, when you're done, you'll have three directories in /Developer/Platforms: 'iPhoneOS.platform', 'iPhoneSimulator.platform' and 'MacOSX.platform'.

Once that step is done, you'll be able to launch Xcode and create new projects that use the iPhoneOS platform and application types. But, you still won't be able to build or run those applications, because Apple has hardcoded the 'i386' (Intel) architecture as the only valid one to compile for. Thanks to a variety of comments on the above 3by9 post and comments 23-25 on this TUAW article, here are the remaining steps to address that:

  • Close Xcode and edit this file (perhaps after making a backup): /Developer/Platforms/iPhoneSimulator.platform/Developer/Library/Xcode/Specifications/iPhone Simulator Architectures.xcspec
  • Change line 12 to read Name = 'Standard (iPhone Simulator: i386 ppc)';
  • Change line 16 to read RealArchitectures = ( i386, ppc );
  • Add this chunk before the last closing parentheses:
  • Save the file and close it. Now relaunch Xcode.
  • With Xcode open and your project loaded, right click on the project name under the 'Groups & Files', and select 'Get Info'
  • Under the 'Build' tab and in the 'Architectures' menu, change these options:
    Set Architectures to 'Native Architecture of Build Machine'
    Set Base SDK to 'Simulator - iPhoneOS 2.2'
    Leave Build Active Architecture Only checked
    Edit Valid Architectures to be not only include armv6, but also 'ppc' and 'i386'.
    (I think some of these may be redundant, but it's the combination that's working for me.)

When you next build your project, you shouldn't get any errors about VALID_ARCHS.

I hope that's helpful. Since this is only one particular combination of build hardware/architecture and SDK software version, I'm sure there are other combinations out there where the above may not work, your mileage may vary.

Now, back to working on building an actual application...

Enjoy this? Subscribe to new posts, or follow me on Twitter @ChrisHardie.

Design, 3D-print and assemble a small arcade machine.

Mac Os Simulator Online

Design, 3D-print and assemble several small computers.

Interactive audio guide and several interactive installations for the Hyde Park Barracks Museum in Sydney, Australia.

End user software to create on-brand particle-based transitions between video clips, with automated motion tracking.

Several Interactive instellations for the ARoS Public floor at the ARoS Art Museum in Aarhus, Denmark.

While working at Local Projects, developed software to drive the BioPool at the BioDesign Studio exhibit at The Tech Museum.

Develop and lead a team of developers in the making of the Interactive Tables at the Cooper Hewitt, Smithsonian Design Museum in New York.

Interactive Media Wall for Case Western Reserve University in Cleveland, Ohio.

Worked during the initial phase of the development of the Kinetic sculpture during my stay at art+com.

Created a platform to drive the interaction for the 'Benetton Live Windows', during my stay at Fabrica.

Interactive installation with Andy Cameron showcased at the Decode show, at the Victoria and Albert Museum of London.

Developed the Mac OS X version of Ommwriter for Herraiz Soto.

Camera based installation for Snibbe Interactive, currently installed at the Nemo Science Museum in Amsterdam.

Visuals for Richie Hawtin & Co. together with Ali Demirel, at Sonar 2008.

Interactive floor installation for Snibbe Interactive, currently installed at California Academy of Sciences, in San Francisco.

Nothing Simulator (andy Clark) Mac Os X

Interactive installation within the 'Remote/Control' Interactive and Multimedia Art Show at Moca Shanghai.

Fabrica Exhibit at the Triad New Media Gallery, in Seoul, Korea.

Custom software to be performed live during 'Surrogate Cities', an Opera by Heiner Goebbels at Teatro La Fenice' in Venice, Italy.

Nothing Simulator (andy Clark) Mac Os Download

Fish is an aquarium simulator for Mac OS X. This was my final thesis at La Salle University.





broken image