ios-universal-app

I need to set a separate Main Interface for iPhone and iPad, but Xcode only lets me set one interface for the project when it is universal

匆匆过客 提交于 2021-01-28 22:29:24
问题 I am unable to set a specific Main interface for iPad, even though my app is universal. Xcode used to have separate tabs for the Deployment Info on iPhone and iPad but now they are they same. However my game is radically different on iPhone and iPad and I need to set separate storyboards for each interface. Someone please help if you know the solution. 回答1: you could set the value in the Deployment Info -> Main Interface to an empty string and implement a custom logic in your AppDelegate : -

Managing resources in a universal ios app

蓝咒 提交于 2020-01-05 09:03:50
问题 I am developing a cocos2d game. I need to make it universal. Problem is that I want to use minimun amount of images to keep the universal binary as small as possible. Is there any possibility that I can use same images I am using for iphone, retina and iPad somehow? If yes, how can I do that? What image size and quality should it be? Any suggestion? Thanks and Best regards 回答1: As for suggestions: provide HD resolution images for Retina devices and iPad, provide SD resolution images for non

iOS Universal app seems slightly zoomed in on phone

耗尽温柔 提交于 2019-12-30 19:52:52
问题 I have an iPad app that I'm converting to a universal app to show on phones. It has both a tab bar and a navigation bar, and my problem is that they are both way too big on the phone. I could swear I heard Paul Hegarty (from the iTunes U class from Stanford on Swift app development) mention a switch or trick somewhere that would cause the bars to adapt to the iPhone, but I can't find it. Here are screenshots of my apps bars, vs the Photos app in the iPhone 6 simulator to show what I'm talking

iOS Universal app seems slightly zoomed in on phone

血红的双手。 提交于 2019-12-30 19:50:31
问题 I have an iPad app that I'm converting to a universal app to show on phones. It has both a tab bar and a navigation bar, and my problem is that they are both way too big on the phone. I could swear I heard Paul Hegarty (from the iTunes U class from Stanford on Swift app development) mention a switch or trick somewhere that would cause the bars to adapt to the iPhone, but I can't find it. Here are screenshots of my apps bars, vs the Photos app in the iPhone 6 simulator to show what I'm talking

app crashes at run before reaching my code xcode6.1 Universal App Objective-C NSKeyedUnarchiver iOS 7.0 iOS 8.1

懵懂的女人 提交于 2019-12-24 14:54:23
问题 App crashes at run under 7.1 simulator or device and runs fine on both with in 8.1 with StackTrace: appName[10676:607] *** -[NSKeyedUnarchiver initForReadingWithData:]: data is empty; did you forget to send -finishEncoding to the NSKeyedArchiver? appName[10676:607] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '(null)' *** First throw call stack: ( 0 CoreFoundation 0x007a91e4 __exceptionPreprocess + 180 1 libobjc.A.dylib 0x005258e5 objc_exception

Best Practice: How to handle code differences for iOS App when creating free and paid version?

三世轮回 提交于 2019-12-21 21:43:19
问题 I want to release two versions, of my iOS App on the AppStore. One is paid and other is free. As of now my code is finished for the paid App. Now I want to add more code for iAd and InAppPurchase's for the free app. What is the best approach for maintaining the two versions? I was thinking about copying the Xcode Project or creating a branch in my git repo. 回答1: If you branch or copy the project you're creating a maintenance nightmare for yourself down the road. Create a separate target in

How to migrate from iPhone/iPad storyboards to universal storyboard

一曲冷凌霜 提交于 2019-12-21 09:17:08
问题 I have a project created in Xcode 5. The "Deployment Info" settings says Devices: Universal but has separate iPhone and iPad settings and corresponding iPhone and iPad storyboards. Now I'm developing the same project in Xcode 6 and I want to use one universal storyboard instead of two storyboards. I have only worked on the iPhone storyboard and haven't touched the iPad one. Is it possible to ditch the iPad storyboard and convert the existing iPhone storyboard to be my main universal

Running a universal app as a scaled iPhone app?

落爺英雄遲暮 提交于 2019-12-20 04:24:14
问题 I've seen tons of questions and answers regarding merging an iPhone and an iPad app into an universal app, but that isn't what I want to do. What I am going to do is use in app purchase to unlock an iPad interface and then display the correct interface using conditionals. If the interface is purchased, the app displays the iPad Nib, and if not, it just displays the same way as an iPhone application does (with the option to scale the app, etc). The conditionals are very simple and I have

View not showing up in iPad only in iPhone

与世无争的帅哥 提交于 2019-12-13 07:42:44
问题 I have a simple app where the UI is created using storyboard. I have a login screen with an icon and a login button. It is showing up when I run on iPhone, but on iPad. Both in simulator and on device. To check if it was due to my constraints, I just dropped one label without any constraints and view with blue background. Even these are not showing up. Build settings has Deployment Info --> Devices set to Universal. Any pointers to what is wrong will be greatly appreciated. EDIT I tried the

Universal app and landscape orientation for iPad

爱⌒轻易说出口 提交于 2019-12-12 01:06:37
问题 I want to design a universal app that I'd want to support just portrait orientation. It's weird because Xcode allows you to select portrait orientation only in the target's Deployment Info settings (and in Info.plist), but reading the iOS Human Interface Guidelines, in the section regarding the launch images, I've found this: You must provide at least one launch image. Typically, an iPhone app includes at least one launch image in portrait orientation; an iPad app includes at least one launch