Run two instance of the same app - split view - instance

Didn’t have my hand on the iPad air or the iPad Pro. Would it be possible to run two instance of the same app in the two split views?

No it is not possible.
The only way to do that would be to have 2 seperate app identifiers for the same actual application (set at the developer level).

Related

Xcode 7 - Multiple Storyboards

After finishing an app, what code do I have to put in appdelegate.m to be able to make it run view controllers depending on the device's size?
You should not use multiple storyboards to handle different devices in an iOS app. Please see the Apple documentation:
Adaptive User Interfaces
And in particular the section on Auto Layout to learn how to properly handle making your user interface adaptable to current and future devices.

Creating a universal app or separate app for Ipad

I have a game made in sprite kit, xcode 5 flappy bird type game. But it is only for iphone. I want to make it for iPad to but dont know how to I made images for all Ipads and iphone and now I need to make separate app for iPad. Can I create new app with the same name but make it for iPad only and distribute it to App Store? Please help!
Yes you can. Go into your project, in the menu up top select file/new target to make an iPad app in the same project and easily include many / most of the same classes. You can have the same display name (but different bundle ID) but most developers would probably append the name with ~pro or ~HD or something like that in order that differentiate the two products. They would probably also shift the colour scheme on the icon a little. Remember its possible that iPad users may have your original iPhone app on their iPad despite thats its an iPhone app, so they might end up with the same icon and bundle display name twice on their iPad springboard, which Im sure you'll agree would be undesirable.
You can also make your existing app into a 'universal' app with an update, so it runs natively on iPad rather than scaling up, this is what I would probably do but each to their own, there are many business models. I personally think with all different sized phone models we have to support these days ( 4! ) adding the iPad (which despite different form factors is still only one real 'size' ) is pretty trivial.

Windows Metro Apps on touch Screen Monitors

I know this might seem odd, but I am working on a windows Metro app which would be displayed on touch screen monitors in our local university.
Now I am using the simulator for debugging, but in the simulator you have to start "Touch Mode" to even use the touch interface.
So when using the touch monitors, do we have to specifically specify touch mode ? Or it will automatically integrate the touch functionality ?
Thank you.
Touch is a first class-citizen in Windows Store applications, so no special accommodations are needed. I would recommend you test on a touch device though before deploying, it's a different way of interacting, and even though the simulator does a decent job of handling the mechanics, it will "feel" different to a user - especially if you're leveraging pinch-zoom, swipe and other gestures.
On another note... is this app intended for a kiosk-type application? If so, keep in mind with Windows 8/RT, you won't be able to easily prevent the users from swiping to the charms, navigating to other programs, etc. You may want/need to take a look at Windows 8 Embedded depending on the specific deployment requirements.

Scaling for multiple devices

So I am creating an app that will be released in the App Store available for iPhone 4/4s and iPhone 5.
In my project I am using storyboard for the interface.
At the moment not every object is able to aline perfect with the objects above so when I for example test on iphone 4 every thing gets messed up.
How can I fix the place of the object.
Do I have to hardcode this? Or can I use storyboard for this.
I think autolayout should suffice in most cases. You can check out a comprehensive tutorial here: http://floatlearning.com/2012/11/designing-for-multiple-screens-in-ios/

Managing an iOS app across different platforms

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.