universal-binary

Icon.png file error in universal app

十年热恋 提交于 2019-12-12 08:54:54
问题 I am getting this warning while building for Release - iPhone/iPod Touch: icon.png: icon dimensions (72 x 72) don't meet the size requirements. The icon file must be 57x57 pixels, in .png format (-19014) This is a universal app and I have two icon.png files in my project one in iPhone -> images and other in iPad -> images. Also in info.plist file I set Icon file to "icon" (without any extension) I am assuming that it will find the correct file for iPhone 3 , iPhone 4 and iPad accordingly. How

Do universal binaries contain all the heavy ipad graphics in the App Bundle on the iPhone? What to do about it?

人走茶凉 提交于 2019-12-10 19:37:07
问题 Since the iPad 3 has a retina display, I start to worry about the amount of "image spam" in universal binaries on iPhone and iPod touch devices. Obviously they don't need those resources. I never really checked, but maybe someone knows this: When an iPhone downloads a universal binary, does the App Store automatically ship a version where all the heavy iPad graphics have been stripped out? Or is the iPhone or iPod touch flooded with content that's only needed on the iPad? Are there any ways

Boost: MacOSX binaries for Boost

时光总嘲笑我的痴心妄想 提交于 2019-12-10 16:25:01
问题 Are there any MacOSX universal binaries (at least i386/ppc for >=macosx10.3) for Boost? 回答1: You can install Boost on Mac by using MacPorts. Once MacPorts is installed you just have to issue the following command: $ sudo port install boost +universal You can also ask MacPorts to build binary packages for you by either issuing: $ port pkg pstree or $ port dmg pstree The pkg or dmg files will be placed in a subfolder of /opt/local/var/macports/build EDIT: nowadays you can install it with brew $

set iOS application language in iTunes

笑着哭i 提交于 2019-12-09 19:41:58
问题 I want to set the application language in iTunes. it always show English. but i want to show two language in iTunes. I do not want to made any changes in application bcoz i already managing these two language by device language. so plz can any one suggest me. Sample image contains multiple language English, Chinese, Dutch, French etc 回答1: I have the same issue currently, and even if I fill different languages in iTunes Connect, I still have only English. I'll try something else, just by

ios static library Undefined symbols for architecture x86_64

不问归期 提交于 2019-12-08 12:22:54
问题 lipo -info libXxxx.a Architectures in the fat file: libXxxx.a are: armv7 i386 arm64 But compiler in the dependant project is giving linking error, Undefined symbols for architecture x86_64: "_OBJC_CLASS_$_ClassXXXX", referenced from: objc-class-ref in AppDelegate.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation) Am I missing something? All the lib project's target have Architectures: Standard Architectures (armv7,

iOS Universal App question

徘徊边缘 提交于 2019-12-08 00:55:32
问题 I have submitted my iPad app to apple and got approved. Now, i want to add iPhone support to the App. My question no.1 is: Q1. is it possible to make the app universal at this moment after submission? If yes, i have question no.2 Q2. my iPhone app is exactly the same as the the iPad but only a few views are in different look due to the customization in screen size. What should I do in XCode to specify which class that iPhone/iPad is using respectively? I can build them smoothly when i

Want to downgrade from an Universal app to just an ipad app

筅森魡賤 提交于 2019-12-07 21:48:42
问题 I originally wanted to make a universal app, but now scopes have been changed and I am stuck with a universal app, now all I want is an iPad app. So I went and changed the Targeted Device Family to just 'iPad' (or 2) but when I submit the app it claims I am still stuck in Device Family '1,2' or Universal, and is asking for iPhone screen shots. I have looked high and low to downgrading from universal app to ipad No real results. Also, it says minimum OS required 3.1.3, when I'd rather have it

Is it safe to check for UI_USER_INTERFACE_IDIOM() to determine if it's an iPhone or iPad?

好久不见. 提交于 2019-12-07 07:07:15
问题 I've found this code, here: if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { str = [NSString stringWithString:@"Running as an iPad application"]; } else { str = [NSString stringWithString: @"Running as an iPhone/iPod touch application"]; } UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Platform" message:str delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; How safe is this check? Does Apple actually recommend doing this? Or can

Universal Apps concept for iPhone and iPad

孤人 提交于 2019-12-06 15:04:46
am a noob at universal apps so please help me out and let me know if this can be done, I am creating a universal app and for doing this i have written the code and made the settings in each of my view controllers present in the iPhone and iPad group and at runtime i am identifying the device whether its iphone or ipad i am using the below method if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { myiPad_View *ipadObj = [[myiPad_View alloc]init]; [self.window addSubview:ipadObj.view]; } else { myiPhoneView *obj = [[myiPhoneView alloc]init]; [self.window addSubview:obj.view]; } Now the

iOS Universal App question

99封情书 提交于 2019-12-06 11:54:52
I have submitted my iPad app to apple and got approved. Now, i want to add iPhone support to the App. My question no.1 is: Q1. is it possible to make the app universal at this moment after submission? If yes, i have question no.2 Q2. my iPhone app is exactly the same as the the iPad but only a few views are in different look due to the customization in screen size. What should I do in XCode to specify which class that iPhone/iPad is using respectively? I can build them smoothly when i separated them into 2 projects. Thank you. You can modify the same application and add support of other device