I am trying to upload an Universal app which supports only Portrait mode. But while uploading the package through AppLoader, it's want me to enable Landscape mode. But I don't want to support Landscape mode in my Application. Please have a look the following image. How to upload an app without having landscape mode?
I know I am late to answer but for someone else who is still looking for answers.
Go to Project Navigator > General Tab > Choose Device Orientation to portrait mode only or whatever you designed.
Secondly, If you are targeting both then use constraints and UIStackView or for large changes use different storyboards.
Thanks for reading it.
Related
I'm trying to implement a navigation that pushes the user to a different screen when switching to landscape mode. I've tried for several hours now to implement an event listener to respond to an orientation change, which didn't work (I tried different examples from different websites).
Now, I took a full code example from here and here which also didn't work at all. (The first one just changes the text on the screen depending on the orientation, even that didn't work for me -.- )
I also tried to look into ScreenOrientation from Expo-Cli directly (expo-screen-orientation), but don't really get the documentation tbh.
I tried the orientation change on both an android emulator and my android phone (both Android 10).
Is there something I'm terribly missing here? How come that my app not respond to orientation changes?
Have you checked that the Device Orientation is not forced to Portrait in Xcode ? To check this go in Project -> General -> Device Orientation
Had the Device Orientation locked inside the app.json -.-
It has been a while since I created my last app and I missed the change with the launch file (since titanium 5.2.0).
I want my app to have a custom splashscreen (full screen image). In the past I used the various png files for the splashscreens Default.png, Default#2x.png etc.
I'm testing with the launch file and the custom Storyboard. At the moment it's not clear to me how I can achieve the behavior i want: A full screen image in the splash screen.
What is the best approach?
Thanks for the help.
Go to http://docs.appcelerator.com/platform/latest/#!/guide/Icons_and_Splash_Screens-section-29004897_IconsandSplashScreens-iOSgraphicassetrequirementsandoptions and take a look at the Purpose column. You'll see 9 splash screen sizes. You have to make each of them and put them in app/assets/iphone. Note that you have to name them exactly as told in the table.
This worked for me, Ti-5.4.0 tested on iPhone 7, iPad Air, iPhone 4S and iPhone 6S Plus.
Since version 5.2 storyboards were introduced. You can use them or you can disable it and use the "old" method to implement splashscreens.
To disable it, add this to tiapp: (of course, within the existing ios section in tiapp
<ios>
<enable-launch-screen-storyboard>false</enable-launch-screen-storyboard>
</ios>
To use it, look at the documentation how to implement it correctly.
Our application(only for iPhone) is already in iTunes. Which was developed using xib files. Now client wants same app should support both iPhone & iPad.
1. If I change "Development Info -> Devices -> Universal", will this work properly in both kind of devices?
A. If Yes for above : If I change version of an app on iTunes with the same project name. How this can be achieved?
B. What Settings should I do in plist file and with xib files?
Plz suggest.
Thanks in Advance
You can change to Universal, so the application will RUN in both iPhone and iPad. Nonetheless, you will have to make changes to xib depending on the behavior of your app. Usually, iPads use list and detail views if it's in landscape, for example:
or in portrait view:
both look something like:
I want to point out again, on how your app behaves. Is not mandatory to use master-detail style, only if it fits your app.
And you can upload your binary to iTunes without problems. You could have problems if your app is using Universal and changing to iPhone or iPad only. And don't touch your plist.
I have an iOS 5.0 app presently and had a few questions regarding deploying the app across multiple platform and multiple OS upgrades. I would like to know if there is a clean and configurable system that allows me to have one project handle deployment to the iPhone iOS5 and iOS6 and the latest iPad iOS without having ugly selection statements everywhere determining the platform the app is being currently run on. So I would like to know if there is a way to manage the code from a dev prespective so i can support all version/platform specific features of my app depending on what platform/version it is being currently run on (for ex. automatically switching to use the longer dimension background images if the app is being run on an iPhone 5 with iOS 6)
Is there any way to have this functionality?
I am slightly confused with your question, but I'll explain what I know. Xcode already has a way to change your app depending on what Device/iOS Version the user is running. If you use storyboards, then it will automatically resize your app content depending on whether the screen has retina support, and the size of the screen. In addition, you can have a storyboard for iPad, so that when you run the app it will use the iPad version. It also will change the app icons. Just go to the project settings and scroll down until your get to the icons and lunch images.
Now, if you mean you want to change how your app works using the source code directly, then there is no easy to way to manage it. Your best bet is to go with Storyboards, as it makes it very easy to resize content depending on what device your using.
Small problem here, I'm building an app for ios, and I've added and icon to my project 57x57, and 114x114, but when I run my app on the device, icon is very dim, when original is very bright. How can I fix it? Does it matter if I build my app in debug mode or release?
iOS adds a gloss/shine effect to your app icon that can sometimes reduce the saturation of your image. Add the UIPrerenderedIcon flag to your info.plist file as described here to disable this.
EDITED to add iOS5 details
On iOS 5 there is a new key for specifying icons: CFBundleIcons is the raw name and it displays as 'Icon files (iOS5)' in the plist editor. To turn off the icon shine effect on iOS 5 devices you need to set the UIPrerenderedIcon flag on the Primary Icon as shown below.
To cover all cases (iOS3 - iOS5) you need to specify UIPrerenderedIcon in both places.
This is probably due to physical differences between your desktop monitor and iOS screen. Only thing you can do is redesign the icon and check the colors on an iOS device.
Check the brightness setting of your device's display. Perhaps it's not "up" as much as you think.
Or, you can disable the "shine" effect that iOS applies to your icon by adding the "Icon already includes gloss effects" boolean to your Info.plist file. That might help.