We have an app that we would like to restrict to only devices with Microphones. We added this into the Plist and now can not submit the app since we have already submitted the app without the restriction. What is the deal with this, any easy way around this?
Also, Is there a way to restrict installation on the iPad / iTouch while allowing installations on iPad? Is there a Plist entry for this? The only real item the sticks out is the IOS Version.
Also what about devices that can have Microphones plugged in but not imbedded?
The easiest way to do the submission with the microphone restriction would be to create a completely new app in the appstore, and just change the bundle identifier of your local Xcode project. Apple can't complain that it used to not be restricted in this manner when it's an entirely new app.
You can handle both external and internal microphones with Audio Queue Services. A more high-level implementation is AVAudioRecorder.
I can't help you with your first query but you can compile only for iPad by specifying iPad & not iPhone/iPad in the target devices part of the project's settings in Xcode.
Related
I have created a universal app for iPhone & iPad. I have a confusion over here. That do I need to create a single .ipa file for both iPhone and iPad or two separate files need to be created. The application has same interface and same features no difference at all.
Also if I upload a single .ipa file on Apple App Store. Then what are the required steps to make it sure that the application will be available for both iPhone & iPad on Apple App Store. (like managing the screenshots etc).
I have searched the internet but not getting an easy answer for this.
If anyone has any idea then please explain it. There might be alot of people searching for this.
Thanks
If you have created a single universal app then you only need to upload one ipa. If you wish to have independed iPhone and iPad versions of your app, then you would upload two ipa's with different bundle id's.
However, with uploading a universal app the only additional requirements are that you make sure your app bundle contains properly linked xibs/storyboards for each device, proper imagery for every device you're supporting, and proper screenshots in iTunes Connect for both iPad and iPhone.
I'm confused with the same interface thing, if you mean same views, then your app will either be rejected or listed as iPhone app. When you change the app type to universal in info.plist, you don't have to do anything special, just create a single IPA and upload it. You will have to supply different images for iPad and iPhone version.
It will be automatically detected as universal app.
I have a rock solid iPhone app and wanted to know how I could get an iPad app out through iTunes Connect.
What steps are required in Xcode (or AppCode) to compile the app iPad friendly?
What features (like gps) should I pull from the iPhone code base to prevent strange crashing on the iPad?
How do I link and publish the iPad app in iTunes Connect so users who search see my app with a + sign in the App Store (assuming this means it's iPhone and iPad friendly)?
And finally, what else should I look out for doing this from a single obj-c codebase?
There are two types of porting possible one is universal app (in which a plus sign is shown with your app in itunes) and the other is two device-specific application (in which two targets are created one for iphone and one for ipad and both get released as complete independent apps). Now it depends on you which modal you choose. Yet I ported my apps using the second option as I want user to buy each time for each of his device :). Anyways, solely depends on you, here's a good tutorial for this http://www.raywenderlich.com/1111/how-to-port-an-iphone-application-to-the-ipad. I haven't came across any such thing which can crash a similar app on the ipad but might there'd be some. Though there are somethings which I came across that the ipad (ipod too) doesn't have any vibrator available, as my iphone app was using vibration to give some indication, so if you're using it you might need to circumvent it with some alternatives plus your app should support the PortraitUpsideDown orientation. It's weird that APPLE rejected my third ipad app due to this after releasing my first two apps with the similar limitation :).
I am creating an app which has version for both iPhone and iPad, iPad version has different GUI and some more functionality. Currently, I separate them in 2 projects.
After reading this article: Jump from iphone to ipad development...
And see:
"All iPad users who have already downloaded your free or paid App to their iPhone or iPod Touch will be able to download your iPhone App – only if you have updated your binary submission to the App store to make your iPhone App compatible with iPad. If you do not update and create the separate binaries, then you are potentially losing out. Using the new SDK you will be able to create a single binary which will install one version of your app when used on the iPhone or iPod Touch and a different binary when installed on an iPad"
I don't know if my current way is correct when separate them in 2 different apps! and how to create single binary which will install one version of your app when used on the iPhone or iPod Touch and a different binary when installed on an iPad?
Does anyone know about this please help me!
There are two ways to have an app on both iPhone and iPad. One is to build two separate apps that do the same thing. This is what you are doing, but not what you described. It creates two applications, one for iPhone and one for iPad, that do the same thing. As such, purchasing one will not give the user access to the other.
If you want the user to be able to use a single app on both the iPhone and iPad with different interfaces, you need to build a universal app. It will contain code and resources for both the iPhone and iPad. See iOS Application Programming Guide: Build-Time Configuration Details. About two thirds of the way down is a section on universal applications.
Edit: I found another document specifically about universal applications: http://devimages.apple.com/iphone/resources/introductiontouniversalapps.pdf
Whether to have two separate SKUs on the App Store or not is usually more of a business question than a technical one. Separate apps lets you segment your users and charge more for the iPad version. On the other hand a universal app is usually better received by users and can make the most sense if what you have is a premium, 'expensive' niche app.
If you want to go the universal route:
If you have an iPhone application that
you want to upgrade to run on iPad
devices you need to upgrade the target
that builds your iPhone application
into a target that can build both an
iPhone and an iPad application, or add
a target to your project for building
the iPad application.
To upgrade an iPhone target for iPad
development, select the target in the
Groups & Files list and choose Project / Upgrade Current Target for iPad.
I'm shipping two binaries; one for iPhone/iTouch and the other for iPad. It's the same application.
Will Apple ensure that the user will never receive an iPhone version of the app on the iPad? If YES, then I don't have anything to worry about, but if not then I do have a problem.
The reason I ask is the iPhone application will simply not work correctly on the iPad because the server knows it's an iPad and will deliver the iPad HD content to it and the iPhone cannot handle that. I would rather not hack my application to send the server a fake device type if running the iPhone app on the iPad in order to receive the correct resources.
Suggestions?
I've been looking for this for a while because I couldn't prevent the iPhone app to load on the iPad. Searched a bit to understand why this was happening, followed #hotpaw2 instructions and found this on the official apple store rules:
UPDATE:
2.4.1 To ensure people get the most out of your app, iPhone apps should run on iPad whenever possible. We encourage you to consider
building universal apps so customers can use them on all of their
devices. Learn more about Universal apps.
https://developer.apple.com/app-store/review/guidelines/
The SDK and/or App store rules prohibit you from preventing an iPhone app from running on an iPad in 1X or 2X zoom mode, unless there are other requirements listed in the app plist. Apple's app review is known to test iPhone-only app submissions (unless there are other requirements) on an iPad, and reject the app if it doesn't run properly.
Other requirements (as listed under UIRequiredDeviceCapabilities in the app's plist) might include your app requiring telephone capabilities (or healthkit, etc.), which might help you temporarily, but still won't prevent the app from running on some hypothetical future iPad product that includes telephony capabilities (and/or healthkit, etc.).
Actually you can.
Add telephony to UIRequiredDeviceCapabilities in your plist file.
But i really not recommend it and maybe you could get rejected because of gratuitously using this property.
I think you should handle that there are iPad versions and iPhone versions on iPads, use the second one as an iPhone.
Also don't forget that retina iPads will use upscaled applications at retina resolution while none retina ones use the standard resolution. And this behavior can tweaked using jailbreak tweaks like RetinaPad and FullForce.
In the plist settings, add Application requires iPhone environment and set the boolean to YES
I have an iPhone app that I have started to turn into a universal app, however the process is not complete and I want to release an update to the iPhone version.
I know that you can specify device capabilities in the Info.plist file to restrict your app to certain devices, but how can I do this to prevent the unfinished universal version from appearing in the iPad store?
Is checking the LSRequiresiPhoneOS BOOL entry (in the Info.plist file) enough?
Thanks!
I'd consider restriction to iPhone very bad decision - the iPad is designed to run all iPhone apps in compatibilty mode (except for obvious things like telephony). So you will run into severe complaints.
If it is about the half-done enhancements for the iPad part, then just turn those features off and compile for iPhone (targeted device: only iPhone; maybe tweak the plist file, too).
You could use the UIRequiredDeviceCapabilities and specify that you require "telephony" in your info.plist. That would keep it off the iPad (and iPod touch too). See Device Support.
I found a setting under Project Settings -> Build that titled "Targeted Device Family." Maybe try setting this to just iPhone, not iPhone/iPad -- I think that should also help.