Xcode 11 How to avoid using AutoLayout - swift

I am designing an application on Xcode using swift 5 and I need the app to be functional on devices from iPhone 6 to 11 pro max and I do not want to use auto layout, as it is too complicated to balance size and functionality. Is there a way to build the UI per device instead of a general one with auto layout

Related

Auto app-resize for Iphone 6 Plus only (i.e. not Iphone 6)?

My problem is that I have skipped support for the Iphone 6P screen size due to time constraints. In other words, the app that is to be released will work on Iphone 4-6, but not 6P. What I want is either to not release the app for Iphone 6P (is that possible?) or, in the best case, make the autoresizing work for Iphone 6P like it did before I added the launchscreen for Iphone 6 (note: no launchscreen for iphone 6P).
tl;dr:
How do I make the auto appresizing work for Iphone 6P but not Iphone 6? Alternatively, if that is not possible, how do I skip support for Iphone 6P altogether, i.e. so that it does not appear in App Store for those devices?
Unfortunately, I'm afraid it can't be done. As long as you support iPhone 6 you have to support iPhone 6+. And you cannot tell the app to resize just for the 6+.
I'm sorry, you'll have to work all night long. :) But with autolayout and size classes, it can be achieved quite easily: https://developer.apple.com/design/adaptivity/

How to create universal iOS app on Xcode 6 with and without using storyboard?

I worked on upgrading the app to iOS 8 and shifted Xcode 5 to Xcode 6 for iPhone 6 and 6 plus devices. The app work fine in iPhone 6 and 6 plus. But when creating new app in Xcode 6 same thing doesn't happen. I tried using constraints but that is not easy to handle things. I want to know is that the only way to work on Xcode 6 for making all devices compatible app because more complex design the more difficult to handle constraints. Is there any other way other than storyboard. Or any other smarter way to do this with some less complexity. Please guide.
You can use a single iPhone storyboard and set this in your project for iPhone and iPad. I think there is no easier way.
If you have problems, please be more specific.

Size Classes in iOS 7

I created a new app in Xcode 6 using Size Classes. After testing with iOS 7, I can't figure out how to get iPhone to display a certain size class while in landscape mode.
I first developed the UI with iPhone landscape as wAny hCompact, but iOS 7 doesn't recognize that. I had iPhone portrait in wAny hAny.
I then changed it so now I'm using wCompact hRegular for iPhone portrait. I then modified wAny hAny to be the landscape layout. But it's not using that layout when the iOS 7 device is in landscape.
Is iOS 7 able to use different size classes based on the device being portrait or landscape? If so, which size class should I be using?
Reference: Really helpful information about backwards compatibility with size classes.
ps. I'm not concerned with iPad because the device does not display a different size class based on the device rotation in iOS 8.
Size classes works in iOS 7 for sure. But only if you follow several rules:
The app is built using Xcode version 6 or later
The deployment target of the app is earlier than iOS 8
Size classes are specified in a storyboard or xib file
The value of the height component is not compact (yep, this is your case, it's not possible in iOS 7, unfortunatelly)
There is a little explanation here: https://stackoverflow.com/a/24976792/2190175
No I'm afraid that Size Classes were introduced in iOS 8. You could write some conditional code to run on iOS to determine the screen/view size/orientation and change the the layout that way when iOS 8 becomes your minimum target the conditional code can be removed.

Received Memory warning in iPad 1 but working fine in iPad 2 & 3

Recently i have updated my app to support iOS 7.0 but now my app is not working in iPad 1(iOS 5.1.1) and its working fine in iPad 2(iOS 6.1.3) and iPad 3(iOS 7.0).
Right now i am running my app with instruments to improve performance but i am not able to understand that same code not generating memory in iPad 2 & 3 and create problem in iPad 1 only. so whenever i modified code, i need to check in all 3 devices and some of the code is not working in iPad 2(iOS 6.1.3)
I have implemented custom tabbar controller to match iOS 7.0 design in iOS 6 & 5. i am planning to modify to remove custom tababr and implement UITabBarController instead of that.
Let me know is there any easy solution for that or any alternative to solve this problem. do i need to reinstall iOS in iPad 1 or is there any hardware related problem with my iPad 1?
Your problem is that iPad 1 has less memory than iPad2 or iPad3 so memory warning is provoked before. If you want to run your App in iPad 1 you need to improve your memory management. I recommend you that you watch the "Fixing Memory Issue" in https://developer.apple.com/wwdc/videos/.
Good luck!

iOS 5 app with 4 inch screen

I'm writing an app that needs to target a minimum of iOS 5.
I've also written it so that it is compatible with the iPhone 5 4" screen.
I'm not 100% certain but I think I saw something around that said Apple will not allow apps to use the full 4" screen without being a minimum target of iOS 6.
i.e. if you target iOS 5 and your app uses the 4" screen then the app will be rejected.
Is this true? If so I'll have to decide what to sacrifice.
No this isnt true, you can set the minimum iOS version in the build settings to 5.0, and still support iphone 5 screens.
The sort-of-reverse is true, though. If the Base SDK isn't 6.0, then you can't use the iphone 5 screen size (which would be impossible anyway since no iphone5 can use < 6.0).
There are some sacrifices you have to make though, like you can't use autolayout if you also support ios5. You'll have to handle the varying screen size manually.