iAd on iPad, is it working? - iphone

How to integrate iAd into my iPad App? Is there a way or is it working only on iPhone with iOS4?

As iAd is a feature of iOS 4, and the iPad currently only runs iOS 3.2, you cannot yet use iAd on the iPad. You'll have to wait till Apple releases iOS 4(.1) for iPad, presumably in November, as #programatique mentioned.

It appears its not working on the iPad yet
http://www.appleinsider.com/articles/10/06/28/iad_report_apples_ios_4_will_reach_ipad_in_november.html

Related

Testing iPhone-only app on iPad without zooming?

My case is:
I am building an iPhone-only app.
My test devices are iPhone 4s and iPad 4.
I would like to support iPhone 5/5c/5s screen sizes, but I don't have the actual devices.
Can I use the iPad to test the UI for iPhone 5/5c/5s screen size, but without the automatic zoom of the app - simply taking only the 640×1136?
Thanks.
No, the iPad has not setting to allow this, neither did Apple release any API to do this.

iOS5 iPhone app not working on iOS6 iPad

Okay guys,
This is a weird one.
I have an iOS 5.1 iPhone application; Navigation based.
It works fine on the iOS 5.1 iPhone and iPad, and on the iOS 5.1 iPhone and iPad simulators.
Works fine on iOS 6 iPhone simulator.
On both the iOS 6 iPad and iOS 6 iPad simulator it does not work until you change the zoom level.
The UI comes up, but the buttons are not clickable. Changing the zoom makes everything work.
Any ideas?
I've had the same problem with a piece of production code, managed to get around it using the same workaround given in the blog posted by Jeffrey
http://programmingthomas.wordpress.com/2012/10/08/keep-calm-v1-1-ios-6-ipad-bug/
You have to set the bound size for ipad [self.view setBounds: CGRectMake(0f, 0.0f, 768.0f, 1024.0)];

MPMoviePlayerDidExitFullscreenNotification

MPMoviePlayerDidExitFullscreenNotification is working fine in IOS 4.0 (>=3.2). But leaves a white screen when loaded in IOS 3.1.3 (<3.2).
As stated in the iOS Class Reference, that notification is available in iOS 3.2 or later.
http://developer.apple.com/library/ios/#documentation/MediaPlayer/Reference/MPMoviePlayerController_Class/MPMoviePlayerController/MPMoviePlayerController.html%23//apple_ref/doc/uid/TP40006953

Setting Xcode's target to iPhone NOT iPad

I just upgraded to iPhone SDK 3.2 Beta 4. Since doing so, I have not been able to get the app to launch in the iPhone simulator - it keeps launching in the iPad simulator. I have tried option-clicking the drop-down menu in the top left-corner of Xcode and setting 'Active Executable' to iPhone simulator 3.1.3 but it keeps going back to iPad simulator instead.
What gives? I have no interest in my app running on the iPad and I don't want to test it in the 2X mode in the simulator.
Thanks,
You can't really launch an iPhone app in 3.2.x - sometimes it will pop up - but basically right now it is only for iPad development.
Update for release version of Simulator.
First of all, the title of this question doesn't match the description: Xcode target isn't the same as the simulator hardware device.
If you are writing an app targeting 3.2, it can run on both iPad (using OS 3.2) and lower OS versions on the iPhone. You do this by setting the Base SDK to iPhone Device 3.2, the Targeted Device Family to iPhone/iPad, and the iPhone OS Deployment Target to 3.1 (lower than 3.2).
The iPhone simulator has a menu option for Hardware->Device, which can be set to iPhone or iPad. However, you can only run a 3.2 SDK target in iPad mode, and a Universal app that supports iPad can only use the 3.2 SDK to build.
You can of course set the simulator to iPhone mode and launch your app from Springboard, but that will lose the debugger connection. Switching mode during installation of your app will cause it to crash.
So the short answer is still the same: you can't run a Universal iPad app in the iPhone mode simulator while debugging.
Upper-left corner of the IDE find a dropdown list of Simulator versions - flipped to 3.2 - try to put it back to 3.1.3
and relaunch your app.
This was driving me nuts too, but the answer is right here:
http://quatermain.tumblr.com/post/517122761/running-universal-ipad-iphone-apps-in-the-simulator
In short, tell Xcode to Build for the 3.2 SDK, then switch the build menu to the 3.1 SDK and tell Xcode to Run the app. Presto, the app starts in the iPhone simulator!
From Apple's documentation: "iPhone OS 3.2 does not support iPhone and iPod touch devices. It runs only on iPad." There's no way to target 3.2 for iPhone, so there's no Simulator. Ergo, you'll have to wait for iOS 4. Fortunately, that's only 4 days away now... of course it won't support the first generation of iPhone devices, but for all other iPhone users it's a free upgrade. Not sure about iPod Touches.
You should be able to change your target platform in your Project Settings.
Changing the target platform and device makes no difference. It always launches the iPad simulator.
If you switch the simulator to iPhone mode, the app just disappears.
This dev environment is a mess.
Short answer: You can change the hardware setting in the simulator. Hardware->Device
Go to Project
Set Active Executable
There are 2 options: Ipad Simulator 3.2 or Iphone Simulator 4.0.
If you choose the Iphone simulator, then it will launch Iphone simulator.
If you choose the Ipad simulator, then it will launch Ipad simulator.
I finally solved this problem myself.
First, install new version of xCode, which is xCode 4.
Then set project scheme to iphone simulator and run app in xCode several times.
And re-install xCode 3 and the problem will be gone away!

iPhone app runs on iPad simulator, but the background is inverted!

i've installed new sdk 3.2 pre-release wich have iPad simulator, i have tried to launch an iPhone app created by me in iPad simulator; the main view of this app has an image as background; when launch it on iPad simulator this background(self.background = [[UImage..... ) it comes inverted, from top to bottom.
Any idea??
thanks in advance....:)
This was an early bug in the SDK, which was fixed somewhere around Beta 3.