iPhone, iPad versions mixed in simulator - iphone

I created a iPhone application first and converted it to iPad version to make it a universal build. Most of the time it works fine. But sometimes my iPhone version load as iPad and iPad version launches as iPhone. Kind of mixed up. What is the cause for this? Will this be an issue in actual devices once I submit that to the app store?
Thank you

In Xcode you can select the active executable (use the drop-down in the upper-left corner). I find that sometimes it switches on me, perhaps showing iPad and requiring me to set it back to the iPhone executable for example. If this is your issue, there will not be any confusion when you're running it on an actual device.
If you are planning to submit an app to the app store, it's a very good idea (understatement) to test the app on real devices first!

Related

Force universal app to run iPhone version on iPad

I've had an iPhone product on iTunes for a while and have superseded it with a universal app which has been met with approval except from one customer who wants to run the iPhone version on his iPad as he preferred the larger inputs and working of the iPhone.
Is there any way to configure the app to run either as native iPad app or iPhone app on iPad at runtime? Seems an odd request but customer is quite insistant.
Thanks
/Fitto.
No way to do that, except making separates versions for iPhone and iPad.
Theoretically, you could have some setting that would load the iPhone storyboard on the iPad, but it would still display full screen, and not in compatibility mode, which is probably the way this particular user wants it
Assuming you are running some sort of source control, you could change the project to be "iPhone Only" and then test on the iPad, then later revert the changes made to make it a Universal app again

Running iPhone App on iPad/iPad Simulator fails

I recently created an iPhone app using Xcode and storyboards. The app works perfectly on a real iPhone and the iPhone simulator, but when I test it on the iPad simulator or an actual iPad something happens with the application, and I can't figure out what went wrong...
iPhone Simulator
iPad Simulator
I solved this problem by clicking on my main Project name in Xcode. Then I selecte the tab "info" and I changed the Main Story Board File Base Name (iPad) to my storyboard. Then it worked perfectly!
This happens to a number of apps in many occasions, my soloutions are:
1: Try making a separate app but change the app's code from the original app, if by any chance a new code would work, try uploading this app but label it by the originally name but adding 'V.2 or iPad V.1'.
2: If the soloutions above isn't working have you asked a friend or a person you know with a different version of the iPad or a different branded simulator if the app works. If it does, it means your code can either not enable in your version of the iPad or stimulator or that your code must've been changed in download (Which is rare but does happen.) and I suggest re-buy or re-download your app. If it didn't work for your friends or some friends had it working while others didn't (Soloution is best if your friends had different versions of the iPad or stimulator) I think there is a possibility of it being a 'MultiCrash&MultiUsabls'' which is a type of gaming on Mac Products which the app can be simultaneously downloaded by many users who own different versions of iPhones, iPads and iPods and some of them manage to have the app work while it doesn't for others, you should save the code in a file, then delete the already made game, re-upload and see if it works on the iPad and iPad stimulator.

Xcode 4.2.1: universal app runs on iPad but not on iPhone

I am working on a universal application where I am stuck at one point. I was able to successfully launch my application both on iPhone and iPad but since 2-3 days, I am not able to launch my application on neither iPhone nor iPhone simulator but it runs smoothly on iPad/iPad simulator.
Also when I run my app choosing iPhone device it shows message like Running the App on iPhone simulator but I am not able to see any effect on my simulator. I am using Xcode 4.2.1 and I guess the issue is pertains to the same.
I don't know whether it is a solution or not but got a way out by reinstalling the iOS Simulator.
I have faced same problem. This probably happens when you replace the application with the newScheme/EditScheme by mistake.
Just carefully check when you run your application is there your application name appear. This will be immediate left at where you choose iPhone simulator or iPad simulator version.

iPhone Simulator Display

I'm using Titanium to build my first mobile app. Ultimately, I need to to be universal, but I'm focusing on the iPhone initially in order to learn my way around. I'm running into a problem with image display in that I need to test both the retina and non-retina display, but I can't seem to toggle between the 2.
By default, for whatever reason, my simulator launches with the "old" iPhone resolution (specifically, the combo of iOS 5 -- so location bits mostly work -- and old iPhone hardware). I see in the simulator's Hardware menu that I should be able to switch to iPhone (retina), but attempting to do so just aborts the simulator all together.
Is there a better way to navigate between hardware/software combinations in the simulator? Can the default configuration be changed? Any tips or techniques would be much appreciated by this n00b to mobile dev. For whatever it's worth, the simulator version is 5.0 (272) and, although I'm not developing native code, my XCode version is 4.2.1.
Thanks.
Titanium has a debugger connection running between the simulator and Titanium Studio. When you switch hardware the connection is severed and titanium aborts the simulator all together.
What you can do, is create a build in titanium studio, which builds an Xcode project (project name > build > iPhone).
Then, open this build in xCode, and run it from there. This way there is no debugging session running, but you can test it on multiple devices / OS versions.
Good luck!

getting Xcode to build my iPhone app on the iPhone Simulator after setting up my physical iPod to test with?

I am new to developing apps for the iPhone. I just went through the entire process the other day of properly setting up my developer account to allow me to test my programs on my physical iPod. Once I set it up though, I was not able to figure out how to get the iPhone Simulator working again. I would like to test my programs quickly with the simulator and then test major revisions periodically on the physical device. How can I adjust the target of the compiled program to test? Any insight would be appreciated. Thank you for your time.
Change the active SDK to "Simulator"
Project -> Active SDK -> iPhone Simulator 3.1.2