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.
Related
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.
I am following along with a tutorial on Lynda.com and I am using XCode 6, while the tutorial uses XCode 5, so perhaps this is the problem. I have created a tabbed application and set devices to iPhone but my storyboard file looks like it's displaying iPad sizes. Why is this? My storyboards for other projects are not displayed like that.
In Xcode 6 Main.storyboard is the single storyboard for all devices, no matter their screen size. Open the storyboard and you’ll see that it contains a single view controller, but of an unfamiliar size. Storyboards in previous versions of Xcode had to match the screen size of the target device. This clearly isn’t possible with the “one storyboard to rule them all” approach, so the storyboard is given an abstract size instead.
Please check this tutorial :
http://www.raywenderlich.com/83276/beginning-adaptive-layout-tutorial
I'm updating iOS 6 universal application (for both - iPhone and iPad) to iOS 7 and I want to use Images.xcassets to store images in it.
For universal images (like some buttons which are the same on iPhone and iPad) this storage is working properly. But for the device specific images it is not working and I'm getting following errors on iPhone simulator:
CUICatalog: Can't find rendition for name: search_next scale factor: 2 device idiom: 1 device subtype: 568
Could not load the "search_next" image referenced from a nib in the bundle with identifier "sk.company.app"
But the image is there:
When I add universal image to this asset, it is working:
I tried this same in blank application and it's working perfectly fine, so I think it's something wrong with options, but I can't figure out where.
I more hint: the first scenario (only specific images in asset) is working, when I switch universal app to iPhone only app in project settings.
For Universal Application always use naming convention recommended by Apple. For example you have a button image, place images for both iPhone and iPad e.g.
Button~iphone.png
Button#2x~iphone.png
and For iPad
Button~ipad.png
Button#2x~ipad.png
When you will do that you will not get error "CUICatalog: Can't find rendition for name:" Thanks :)
Looks like it had something to do with CocoaPods. After update, everything works fine.
The solution is given in the error message:
"Could not load the 'search_next' image referenced from a nib
in the bundle …"
If you look at your screenshot, you'll see that the image is named "search_next#2x -2 .png", where it should be named "search_next#2x.png". The "-2" has probably been added when you dragged another image somewhere, while the #2x version was already present.
If you solved it by updating CocoaPods it was an issue of a library, but the solution has really nothing to do with CocoaPods.
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.
I have the latest Ipad compatible Monotouch library. I have upgraded my projects to use 3.2 SDK and MonoTouch 1.9 Alpha.
The docs say you need to change the Window in your XIB for the large iPad Window. I don't use XIB. I build my interface from code by constructing the object programatically. What should I be doing to get the large iPad style Window?
Nothing (I assume).
[UIScreen mainScreen].bounds (and its equivalent on MonoTouch) will be 768x1024 in iPad mode and 320x480 in iPhone mode. If your windows and views do not have any hard-coded values they should adopt to the new size naturally.
After further investigation, I found that I needed to add an entry into the info.plist file like so:
Information Property List
UIDeviceFamily
item 0 2
Once this is present the dynamic Window class that I create is the full iPad screen size.
I think it is basically telling the system that my app supports that device. Will have to find our more in the docs.