Black default.png and app rejection? - iphone

Xcode automatically added black default.png to my project . I didn't change it and I've sent it to the apple , it's waiting for review . Is it a rejection reason ? The default.png s can be just black or not ?

A black default image will not cause your app to be rejected. I have had apps accepted with no default image at all - if the app starts quickly enough, or there is no appropriate content for a launch image, then you don't need one.
Rant: Using the larger default image to indicate that an iPhone app works on the iPhone 5 is (IMO) a pretty poor decision - a key in the info plist would be much more sensible. As devices get faster, and resolution gets higher, launch images are becoming ridiculous. A universal app supporting iPhone 3, 4, 5, iPad and retina iPad will have megabytes of basically wasted space, to support an image that is shown for milliseconds. It was needed when devices were slower, but not really now.

Section 10.6 of the App Store Guidelines says:
10.6 Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are worth it. Apple sets a high bar. If your user interface is complex or less than very good, it may be rejected
Apparently people are getting apps approved without launch screens (even though they're listed as required in the HIG and I would not have thought that a blank screen would qualify), so we'll keep our fingers crossed!

Related

Non-4-inch apps top-aligned when new splash included

Apple is now requiring a retina and 4-inch display Splash page (i.e. the "Default-568h#2x.png") for all apps to be submitted, which is fine. However, when I include that and then do another build, once I get into the app, instead of it being centered with dark on the top and bottom (as it was before), is now top-aligned on the screen with 2x the blank space on the bottom.. which looks really unprofessional.
Is there any way via our configuration to tell the OS to go back to centering the app, despite that it has the now-required 4" Splash page included? Ideally I'd like to be able to do this without updating every single IB view in the app to center it manually, as I feel the OS should still be able to do this somehow via configuration.
FYI, answers that say "update your entire app for 4"!" are unacceptable. There are clients who don't yet have a creative budget for this but still want to keep their existing app looking decent in the store. If it's not possible, then it's not possible, but that is why I'm asking the question.
Thanks in advance for any assistance on this, and my apologies if this has already been asked.
As of May 1 if your submitting this app to the app store you will be required to support both retina display's, and the new 4" screen size.
https://developer.apple.com/news/index.php?id=3212013b
You misunderstand. As of now, you must fully support the full 4" screen of the iPhone 5 and 5th gen iPod touch, in addition to retina and non-retina devices.
By adding the "Default-568h#2x.png" launch image (it is not a splash screen) you are telling the OS that your app supports the 4" screen.
You must update your app to fill the screen. There are countless existing posts about how to do that. There is no way around this. It is 100% required - no exception from Apple.
BTW - Apple announced this requirement on March 21st. Every registered iOS developer was notified of the requirement.
It isn't possible to do what you're asking with a single setting. Your best options are a bit of code that runs when you load a view to change the origin.y position, or, go through the XIB files and update the autoresizing rules so that the views expand to fill the space. You might not have budget to update the graphics resources in the app but you should be able to spend the small amount of time required on autoresizing.
The caveat to 'small amount of time' may apply to you - if you explicitly set the size of all of your views in code you've made life painful for yourself.

Iphone app on Ipad - make Ipad select 640x960 instead of pixelated 2x320x480

This is for avoiding an extra target and writing any target-specific adaptation code for the Ipad, separate apps on App Store, etc etc - but instead let the Iphone app display in 640x960 rather than 320x480#2x using the "2x" button.
Even on a non-retina Ipad, there's room for 640x960, but the Ipad is still running Iphone apps on the Ipad as if they were made only for Iphone 3GS.
This is for an app used internally by a company and any authorized client/partner. The company has bought Ipads, but the clients/partners may want to use the Iphones they have.
So, I'm looking for a compile-time target flag or a snippet of code to execute to detect the platform is Ipad and make it display the window full-size.
Has someone succeeded in doing this and if so, how did you achieve it?
This isn't really how things work ... you're trying to create a workaround that will probably take you longer to get to work (if at all possible) than it would if you just commit to making iPad friendly layouts.
If you just make the project a universal binary, then it would run "natively" on the ipad rather than in iphone compatibility mode. After that, the simplest thing you could do is just make sure your view's resize masks are set correctly so they stretch. Depending on the complexity and makeup of your app, many times this is enough to get you through. However, in many cases it would behoove you to just make an ipad specific layout as usability is oftentimes greatly improved.

iPhone VS ipad development process (differences and similarities)

I am new to iOS development. I am trying to figure out these things.
A project both in iPhone and iPad. what things are same for both (coding, graphics or UI)?
Design Pattern of apps are same or different?
waiting for answer
Thanks :)
Personally, I find that the only real difference between the iPhone and the iPad is the UI and UX. Most of the code is the same for both applications. (In fact, you can even reuse a lot of code if you are doing a universal app!)
The main difference really is the screen size. The iPad is huge in comparison to the iPhone, and this difference gives you a lot more options to work with.
Another thing to note is that the iPad is usually done in landscape orientation, whereas the iPhone is done in portrait. This is not an absolute rule however, it's just the way I see it.
The graphics aren't too different between the devices, except that because of the large screen size, you can do a bit more detailed work with the iPad images then the iPhone images. (Even with the retina display, too fine detail on the iPhone is barely noticeable.)
The other thing I wanted to mention is the flow of the devices. Again, because of the screen size of the iPad, you can fit a lot more content on the screen, and therefore have to push to new views less frequently. I've worked on apps where we had 3 UIViewController's for the iPhone version, and only 1 for the iPad version.
In short, it depends really on your type of app. If you have a lot of content, and want to display it all at once, go for the iPad. If you want a streamlined, minimal approach to your app, go for the iPhone.
Again, this is all just my personal opinion. Hope that Helps!
You can use native controls without much theming and customization on the iPhone. But iPad is a bigger beast. Users use your iPad app for a longer time. iPhone apps are used for a short stint and then closed, used again for a short stint and so on.
Analytics published by Flurry showed that the average time an iPhone app is kept open is about 1.2 minutes. Design and develop it in a way that data is available as fast as you can.
iPad apps are used in a relaxed setting. While I don't have the numbers, it's probably used more often and for a longer time than an iPhone app. Themes and custom UI elements do matter a lot there
Second, iPad apps need to be supported on all orientation (or at least a minimum of two orientations)

Convert iPad app to iPhone app

Ive created an iPad app which we are due to send to the app store at the start of next month for approval. The boss has queried me to see whether it could also run on the iphone.I know it is quite easy to convert your app to be universal (compatible for iphone and iPad) but being all the views are designed for the ipad screen size its gonna be the process of chopping and changing to suit the smaller screen size of the iPhone.
Can anybody think of anyway i can make our iPad designed app suitable for the iPhone in a short amount of time? (if there is a way i can fit the big ipad views on the iPhone screen in some manner but still keeping the apple reviewers happy)
There's no shortcut here - you'll have to redesign the views to fit on a smaller resolution screen, and then create a separate App Delegate and select correct XIBs at runtime.

iPhone 4 apps automatically scale up on iPad?

I thought I read/saw/heard something saying that apps built for iPhone 4's Retina Display would automatically run at 640x960 when installed on an iPad. However, can't find any documentation on that specific feature, and my app still runs at 320x480 when installed on an iPad.
Is there a step I've missed to make this happen? Or did I just imagine this being a feature?
Apps do not auto-upscale, BUT if you have an image larger than the UIImageView you are placing it in, you will get as large a version as the iPad can draw.
I don't think it knows to pull in #2x images, just ones that are actually larger than the space you are placing them into.
This is not the case; currently, apps won't auto-upscale on an iPad. Perhaps Apple will add this in iOS 4.x for iPad, but certainly there's been no indication from them that they will.