Running on a Device

Sooner or later, you’re going to want to switch from running and testing and debugging in the Simulator to running and testing and debugging on a real device. The Simulator is nice, but it’s only a simulation; there are many differences between the Simulator and a real device. The Simulator is really your computer, which is fast and has lots of memory, so problems with memory management and speed won’t be exposed until you run on a device. User interaction with the Simulator is limited to what can be done with a mouse: you can click, you can drag, you can hold Option to simulate use of two fingers, but more elaborate gestures can be performed only on an actual device. And many iOS facilities, such as the accelerometer and access to the music library, are not present on the Simulator at all, so that testing an app that uses them is possible only on a device.


Don’t even think of developing an app without testing it on a device. You have no idea how your app really looks and behaves until you run it on a device. Submitting to the App Store an app that you have not run on a device is asking for trouble.

Before you can run your app on a device, even just to test, you must join the iOS Developer Program by paying the annual fee. (Yes, this is infuriating. Now get over it.) Only in this way can you obtain and provide to Xcode the credentials for running on a device. Once you have joined the iOS Developer Program, obtaining these credentials involves use of the ...

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