Best Jumping Cube Simulation Mac OS

Note: For Mac systems with built-in Bluetooth LE support, there is a known issue under OS X 10.7.3 in the case that an external Bluetooth LS Adapter is connected. If the built-in driver attaches to an external Bluetooth HCI leaving the built-in HCI available for the iOS simulator, the simulator fails to attach to the built-in Bluetooth HCI. The last time we tried to list the best racing games for Mac, we couldn’t even find ten different games, let alone ten good ones. But things sure have changed. In just a few years, Feral Interactive delivered some of the finest racing games from Codemasters while indie developers have continued their steady supply of quality titles.

Two decades ago this week, the first version of Mac OS X hit shelves. We're not talking figuratively. The software was sold direct to consumers on disk, with a suggested retail price of $129 (roughly $190 today, adjusted for inflation).

Back in 2001, Mac OS X 10.00 Cheetah was a rough-around-the-edges break from the ageing Classic Mac OS, which had much of its origins in the original Macintosh’s System 1 software. In the years since, the platform has undergone two architecture shifts (PowerPC to Intel, and now Arm) and matured to the point where it commands nearly 10 per cent of desktop market share globally.

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Getting there, however, wasn’t easy.

From big problems to big cats

The story of Mac OS X didn’t start in 2001, but rather in 1985, when Steve Jobs was ousted from Apple following a failed boardroom coup, and multiple product flops. The Apple Lisa project was a dismal failure, selling just 10,000 units. The Macintosh, although infinitely more successful by comparison, failed to slow the ascent of IBM in the PC market, and didn’t meet the company’s lofty sales goals.

Although Jobs was no longer part of Apple, he remained involved in the computer industry, later founding NeXT Inc, which aimed to build workstation-class machines for the higher education market. Its first computer, revealed in 1988, was a powerful (albeit excruciatingly expensive) cube of black aluminium based on a 25MHz Motorola 68030 CPU and 68882 FPU, with 8MB RAM and an optional 330MB or 660MB hard disk. It came with a bespoke UNIX-based operating system called NeXTSTEP that was founded on the Mach and BSD kernels, with object oriented programming principles throughout.

It was revolutionary, but that wasn’t enough to overcome its steep $6,500 ($14,500 in today’s money) asking price. Universities didn’t bite – although the hardware was used to develop the first web browser and server, as well as id Software’s Doom and Quake. By 1993, NeXT had left the hardware business to focus on porting NeXTSTEP to IBM-compatible PC, as well as PA-RISC, SPARC, and the Motorola 68k architectures.

Apple had its own problems, too. The Macintosh was stagnating. Windows 95 – which combined the previously separate DOS and Windows software – proved to be a roaring success, helping Microsoft expand its market share. When it arrived in 1995, Windows 95 was highly usable for first-time computer owners, and had features Mac OS 7 simply lacked, like preemptive multitasking. Separately, a disastrous decision by then-CEO Michael Spindler to license Mac OS 7 to third-party manufacturers resulted in the company’s high-margin hardware sales shrinking further.

The Next Step

By 1997, Apple was mere weeks away from bankruptcy. As a Hail Mary, CEO Gil Amelio (who replaced Spindler in 1996) acquired NeXT, bringing Jobs back to the company he founded from a Los Altos garage. While Jobs (who would assume the top role the following year) would ultimately nurse the company back to health, Apple was most interested in the NeXTSTEP operating system.

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You see, Mac OS was, at the time, stagnant. Whereas Windows had made leaps and bounds in terms of things like peripheral support and the internet, Apple had yet to implement basic system-level features like pre-emptive multitasking, multithreading, and protected memory. During the Amelio years, Apple had attempted to create a new operating system on a clean-sheet kernel called Nukernel, but it died in the fiery pits of development hell.

With Jobs at the helm, work started on a new operating system based on NeXTSTEP. The old Mac OS 9 nanokernel was replaced with Darwin, itself a direct descendant of the NeXTSTEP kernel. Other NeXT features - like the use of object-oriented programming, the Objective-C language, and the Dock - also made an appearance. It was a clean break with the past, with a brand new interface dubbed Aqua, and APIs that would allow developers to port their existing software.

The full release version of Mac OS X 10.0's UI (click to enlarge)

This, ultimately, became Mac OS X 10.00 Cheetah. And while its legacy continues to this day, the initial launch was somewhat underwhelming. It lacked feature parity with Mac OS 9, with DVD playback and CD burning unavailable at launch. Despite the release of a public beta, many developers (including Microsoft and Adobe) hadn’t updated their software to use the Aqua APIs. And it was dog slow, particularly when running applications using the backwards-compatible Classic APIs.

Worse, while many had hoped the Unix foundations and protected memory of Mac OS X would improve stability when compared to its predecessors, the software was rife with fatal bugs, which frequently presented themselves when using external peripherals.

The road since travelled

Teething problems with Mac OS X Cheetah didn’t stop Apple’s upward trajectory, and many of these issues were resolved in later releases. The next release, Mac OS X 10.1 Puma focused on performance improvements and improving feature parity with the Classic Mac OS, and was offered as a free update to existing users.

The next major update came in 2002. Mac OS X 10.2 Jaguar fixed the long-standing issues with printer support through the release of CUPS – the Common Unix Printing System – which was subsequently open-sourced and is now widely used across the Linux sphere. By that point, Apple was so confident in Mac OS X, Jobs performed a mock funeral for the Classic Mac OS X on stage at the company’s Worldwide Developers Conference.

At the time, Mac OS X was exclusively available for the PowerPC platform. By the decade’s halfway point, it was struggling to compete with chips from Intel in key metrics like power consumption. IBM, which built PowerPC chips on behalf of Apple, was manufacturing on larger nodes than those used by Intel, which was already transitioning to 65nm. Whereas it once enjoyed a competitive edge in processing power, Apple was faced with the prospect of losing that advantage.

And so, in 2005, Apple announced the transition to Intel, starting with Mac OS X 10.4.4 Tiger. This had been on the cards for some time. For each version of Mac OS X released, Apple had secretly created an x86 port, so there wasn’t much re-architecting required internally.

Apple had flirted with a move to Intel in the past. Rhapsody OS, which later became Mac OS X Server 1.0, was released for both PowerPC and x86, with versions for IBM RISC System/6000 and DEC Alpha architectures considered. Additionally, the foundational basis of Mac OS X, NeXTSTEP, was also available for Intel processors. This preparation and experience allowed Apple to recognise the writing on the wall and pivot.

As transitions go, the shift to Intel was as painless as could be, especially compared to the jarring leap from Mac OS Classic to Mac OS X. Legacy apps were able to run via the Rosetta compatibility mode (which was later discontinued in 2012). Developers could target both PowerPC and Intel platforms with universal binaries. And Apple offered developers a rental “transition kit” ahead of the public launch, giving them a head start.

In retrospect, this experience informed Apple’s next platform shift, with the company moving from Intel to its own Arm-based Apple Silicon processors in 2020. It has used the same playbook, down to the developer tools and pre-release transition hardware.

Plus ça change

In the two decades since the launch of Mac OS X, a few things have changed. Objective-C is declining in popularity, with Apple’s syntactically nicer Swift programming language gathering pace. The name changed a few times too, with Apple re-branding the system OS X in 2012, and finally macOS with the launch of version 10.12 Sierra. We’ve seen the launch of the Metal graphics API, which provided better rendering performance for games and other visually-intensive apps, as well as the inclusion of iOS and iPadOS features, like Siri.

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But the foundations first introduced in 2001 are still there, from the UNIX underpinnings to the NeXTSTEP Dock. While Windows has undergone multiple UI changes, macOS has largely remained mutually intelligible with its predecessors. As a collector of retro Apple kit (your correspondent has around 30 machines, ranging from a Mac OS 7-era Performa, to various post-Jobs PowerBooks and iBooks), it’s amazing to see how little has changed. I can use an iBook G4 running Mac OS X 10.3 Jaguar and feel just at home as I would with a latest generation M1 MacBook Air.

And that is the story of Mac OS X. It didn't seem like it would make it, but getting the fundamentals right – dare we say it even more than the cult of Steve Jobs – matters. ®

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Important:The information in this document is deprecated in Xcode 9. For Xcode 9 and later, see Simulator Help by choosing Help > Simulator Help in Simulator.

Simulator app, available within Xcode, presents the iPhone, iPad, or Apple Watch user interface in a window on your Mac computer. You interact with Simulator by using the keyboard and the mouse to emulate taps, device rotation, and other user actions.

The chapter presents the basics of using Simulator. You can perform these steps using your own iOS app or, if you do not have an app to use, with the HelloWorld sample code. For more detailed information on interacting with Simulator and using it to test and debug your apps, refer to the later chapters in this guide.

Access Simulator from Xcode

There are two different ways to access Simulator through Xcode. The first way is to run your app in Simulator, and the second way is to launch Simulator without running an app.

Running Your iOS App

When testing an app in Simulator, it is easiest to launch and run your app in Simulator directly from your Xcode project. To run your app in Simulator, choose an iOS simulator—for example, iPhone 6 Plus, iPad Air, or iPhone 6 + Apple Watch - 38mm—from the Xcode scheme pop-up menu, and click Run. Xcode builds your project and then launches the most recent version of your app running in Simulator on your Mac screen, as shown in Figure 1-1.

Note: If you are testing an app with a deployment target of iPad, you can test only on a simulated iPad. If you are testing an app with a deployment target of iPhone or universal, you can test on either a simulated iPhone or a simulated iPad.

Running Your watchOS App

To run your WatckKit app, choose a combination of an iOS device and watchOS device from the Xcode scheme pop-up menu. For example, to run the watch app in a 38mm watch paired with an iPhone 6, choose 'iPhone 6 + Apple Watch - 38mm' from the scheme pop-up menu.

Running the WatchKit target launches two simulators, one for the iOS device and one for the watchOS device. Figure 1-2 shows an iPhone 6 and a 42mm watch running in two different simulators.

Running Your tvOS App

To run your tvOS App, choose a tvOS device from the Xcode scheme pop-up menu. Running the tvOS target launches the most recent version of your app in a simulated new Apple TV device, as shown in Figure 1-3.

Launching Simulator Without Running an App

At times, you may want to launch Simulator without running an app. This approach is helpful if you want to test how your app launches from the Home screen of a device or if you want to test a web app in Safari on a simulated iOS device.

To launch a Simulator without running an app

  1. Launch Xcode.

  2. Do one of the following:

    • Choose Xcode > Open Developer Tool > Simulator.

    • Control-click the Xcode icon in the Dock, and from the shortcut menu, choose Open Developer Tool > Simulator.

To launch a watchOS Simulator without running an app

  1. Launch Xcode.

  2. Do one of the following:

    • Choose Xcode > Open Developer Tool > Simulator (watchOS).

    • Control-click the Xcode icon in the Dock, and from the shortcut menu, choose Open Developer Tool > Simulator (watchOS).

Simulator opens and displays the Home screen of whichever simulated device was last used.

View the Installed Apps

From the Home screen, you have access to all of the apps that are installed in the simulation environment. There are two ways to access the Home screen in Simulator from your app:

  • Press Command-Shift-H.

  • Choose Hardware > Home.

Use the installed apps to test your app’s interaction with them. For example, if you are testing a game, you can use Simulator to ensure that the game is using Game Center correctly.

iOS Device Home Screen

Much like the Home screen on an iOS device, the simulator’s iOS Home screen has multiple pages. After clicking the Home button (or accessing the Home screen through the Hardware menu), you arrive at the second page of the Home screen. To get to the first page, where all of the preinstalled apps are found, swipe to the first Home screen by dragging to the right on the simulator screen.

On the Home screen, you see that all of the apps that have been preloaded into Simulator. See iOS Device Home Screen.

The apps that you see on the Home screen are specific to the iOS device simulation environment. Because Passbook and the Health app are available only for the iPhone, these apps don’t appear if you are simulating a legacy device or an unsupported device type.

watchOS Device Home Screen

The Home screen for a simulated watchOS device behaves the same as it would on an actual device. You can click and drag to simulate the finger dragging around the screen and launch an app by clicking on it. Figure 1-4 shows the home screen of a 42mm watch with a developer app, the Lister sample code.

Use Safari to Test Web Apps

From the Home screen, you can access Safari within Simulator. Use Safari to test your iOS web apps directly on your Mac.

  1. From the Home screen, click Safari.

  2. In the address field in Safari, type the URL of your web app and press the Return key.

If your Mac is connected to the Internet, it displays the mobile version of the URL you specified. For example, type apple.com into the address field and press Return. Safari displays the Apple website. See Figure 1-6.

Use Maps to Simulate Location Awareness

Simulator provides tools to assist you in debugging your apps. One of the many features you can debug in Simulator is location awareness within your app. Set a location by choosing Debug > Location > location of choice. The menu has items to simulate a static location or following a route.

A simulated watchOS device with the location set to None checks the paired iPhone device for the location.

You can specify your own location, which can be seen in the Maps app.

  1. From the Home screen, click Maps.

  2. Choose Debug > Location > Custom Location.

  3. In the window that appears, type the number 40.75 in the latitude field and the number -73.75 in the longitude field.

  4. Click OK.

  5. Click the Current Location button in the bottom-left corner of the simulated device screen.

After completing this task, notice that the blue dot representing your location is in New York, NY, near the Long Island Expressway, as shown in Figure 1-7.

Change the Simulated Device and OS Version

Simulator provides the ability to simulate many different combinations of device type and OS version. A device type is a model of iPhone, iPad, or Apple TV. Some iPhone devices can also have a paired Apple Watch. Each device-OS combination has its own simulation environment with its own settings and apps. Simulator provides simulators for common device-iOS, device-watchOS-iOS device, and device-tvOS combinations. You can also add simulators for a specific combination you want to test. However, not all device type and OS version combinations are available.

Note: To test apps for the iPad mini, use a simulated iPad with the same pixel resolution as the iPad mini.

You can switch between different device-OS combinations. Switching closes the window for the existing device and then opens a new window with the selected device. The existing device goes through a normal OS shutdown sequence, though the timeout might be longer than the one on a real device. The new device goes through a normal OS startup sequence.

To change the simulated device

  1. Choose a Hardware > Device > device of choice.

    Simulator closes the active device window and opens a new window with the selected device.

If the device type and OS version combination you want to use is not in the Device submenu, create a simulator for it.

To add a simulator

  1. Choose Hardware > Device > Manage Devices.

    Xcode opens the Devices window.

  2. At the bottom of the left column, click the Add button (+).

  3. In the dialog that appears, enter a name in the Simulator Name text field and choose the device from the Device Type pop-up menu.

  4. Choose the OS version from the iOS Version pop-up menu.

    Alternatively, if the iOS version you want to use isn’t in the iOS Version pop-up menu, choose “Download more simulators” and follow the steps to download a simulator.

  5. Click Create.

If the OS version you want to use is not installed, download it and follow the steps to add a simulator again.

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To download a simulator

  1. In Xcode, choose Xcode > Preferences.

  2. In the Preferences window, click Downloads.

  3. In Components, find the legacy simulator version you want to add, and click the Install button.

You can also delete and rename simulators in the Devices window.

To delete a simulator

  1. In Simulator, choose Hardware > Device > Manage Devices, or in Xcode, choose Window > Devices.

    Xcode opens the Devices window.

  2. In the left column, select the simulator.

  3. At the bottom of the left column, click the Action button (the gear next to the Add button).

  4. Choose Delete from the Action menu.

  5. In the dialog that appears, click Delete.

To rename a simulator, choose Rename from the Action menu and enter a new name.

Best

For how to manage real devices that appear in the Devices window, read Devices Window Help.

Alter the Settings of the Simulated Device

You can alter the settings within Simulator to help test your app.

On a simulated device, use the Settings app. To open the Settings app, go to the Home screen and click or on tvOS, choose Settings. In Figure 1-8 you see the Settings app as it appears when launched in the iOS simulation environment.

The Simulator settings differ from the settings found on a hardware device. Simulator is designed for testing your apps, whereas a hardware device is designed for use. Because Simulator is designed for testing apps, its settings are naturally focused on testing, too. For example, in a simulated iOS device the Accessibility menu provides the ability to turn on the Accessibility Inspector, and the Accessibility menu on a device allows you to turn on and off different accessibility features.

Through the settings, you can test both accessibility and localization of your app. See Testing and Debugging in iOS Simulator for information on how to manipulate your settings for the various types of testing you are interested in.

Remember: Changes made in the Settings app of simulated device affect only the simulation environment that is currently running.

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Rotate iOS Devices

You can use Simulator to manipulate the simulated device much as you do a physical device.

To rotate your simulated device, choose Hardware > Rotate Left. When you rotate your simulated device, Settings rotates (see Figure 1-9), just as it would on a hardware device.

Test in Simulator and on a Device

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Simulator is designed to assist you in designing, rapidly prototyping, and testing your app, but it should never serve as your sole platform for testing. One reason is that not all apps are available in the simulator. For example, the Camera app is available only on hardware devices and cannot be replicated in the simulator.

In addition, not all bugs and performance problems can be caught through testing in Simulator alone. You’ll learn more about performance differences in Testing and Debugging in iOS Simulator. You can also find more information on testing your app on a device in Launching Your App on Devices in App Distribution Guide.

Quit Simulator

Simulator continues running until you quit it. Quitting Xcode will not close Simulator because they are separate applications. Similarly quitting simulator will not close Xcode.

To quit Simulator, choose Simulator > Quit Simulator. The device is shut down, terminating any running apps.

Note: Both Simulator and watchOS Simulator can be open at the same time.



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