I know it's possible to create a dynamically changable Default.png by creating a symbolic link. But that's not possible in iPhone SDK 3.0 anymore (only in 2.0).
How can I make this in 3.0, or is this impossible?
Tim
This worked on iPhone OS 2.0 http://collison.ie/blog/2008/11/dynamic-defaultpng-files-on-the-iphone but not on iPhone OS 3.0 anymore. The default-screen is always black.
I can change the default-screen in the documents-folder and the symbolic-link does link to that file. I tested that by browsing to the app-folder from the Simulator. I saw the right file in the documents-directory and I saw that the symbolic link points to that (the right) file.
It's not possible in 3.0. It was only possible on 2.0 because it was an exploitable bug. The bug was fixed in 3.0 which is why it's not possible.
Apple don't intend the Default.png to be a "splash screen".
If you read the HIG, you'll see that the Default.png is suppose to represent your user interface as it would be "empty" - without any content. It is intended to give the user the illusion of an "near instant" launch.
Check out all of the Apple apps on the iPhone and you'll see how the default.png is meant to be used properly.
Apple frown upon using the Default.png as a splash screen. They say that it is really only appropriate for apps such as games that don't use the standard UI elements that are provided in the SDK.
That being said - lots of apps these days are using this feature to show splash screens, and seems Apple aren't really enforcing this guideline.
Long story short, you can do a splash screen, but it can't be dynamic - not anymore.
Use a blank Default.png and then in your app delegate's -applicationDidFinishLaunching: method, load a UIView that contains your dynamic content. This solution sidesteps any conflicts with Apple's SDK terms as well as all technical problems.
Related
All the app icons in my .NET MAUI app seem to work correctly, except for this little guy on iOS. You see this icon when you swipe up to see all the open apps.
I guess, somehow I'm missing this but I uploaded all the icons with different sizes Apple requires for iOS apps. Which one is this icon and how do I make sure I'm giving Apple my app's icon for this particular size so it doesn't default to the .NET icon?
Yes,this is often the case when you are using images that are not formatted correctly or are very complex. And I've had similar problems before.
Vector graphics are highly recommended in ios.
I've seen tons of questions and answers regarding merging an iPhone and an iPad app into an universal app, but that isn't what I want to do. What I am going to do is use in app purchase to unlock an iPad interface and then display the correct interface using conditionals. If the interface is purchased, the app displays the iPad Nib, and if not, it just displays the same way as an iPhone application does (with the option to scale the app, etc). The conditionals are very simple and I have already implemented them, however the issue I run into is this: If the IAP is NOT purchased, the iPad displays the iPhone Nib, but not in the typical way. It is just in the corner with no option to scale it, rather than in the center with the black border that you usually see. Does anyone know how I can set it up so i fixes this issue? I'm a little stumped to be honest.
The Info.plist file in an iOS app contains a key, UIDeviceFamily, which lists the devices that the app natively supports. If the key's value is 1, or a array containing 1, the app natively supports iPhones and iPods Touch. If the value is 2, or a array containing 2, the app natively supports iPads.
If UIDeviceFamily says the app supports iPads, then it will run the app in native iPad mode, not in iPhone-wrapper mode.
The Info.plist file is part of your app bundle, and you can't modify files in the app bundle.
So there is no way to enable or disable the system's native-iPad support at runtime. You'll have to move your app's top-level view into a wrapper view that centers and scales its child, and use that wrapper view as the UIWindow's subview.
UIDeviceFamily in the Information Property List Key Reference
This isn't possible, unfortunately. The iPad will know that the app is iPad ready and will tell draw the screen at full size. Even if you showed iPhone xib file on the iPad, they would still be scaled to fit the full screen using the UIViewAutoresizingMask params you've set for them.
One thought would be to force the size of your UIWindow to be iPhone sized (remember to account for retina) and centered, but I'm not 100% sure how/if this would work. You may have to change each UIView frame. I'm not sure.
My question is simple: when an iPhone app also supports retina display, it does not need an additional xib file. (Fonts and images are auto-scaled, you just need to prepare double-resolution images.) I want that retina view also applies to iPad and hence there's no additional xib files. (Scale a bit and leave a bit margin, maybe.) Yes, I just want it look bigger, but not in the low-resolution version scaled up from 320x480.
The iPhone, even with a retina display, is not an iPad. You can update your targets and xcode will convert automatically your views to use the entire screen of the iPad, but it won't make the application conforms to
1. Apple guidelines
2. Users expectations of an universal app.
But, as I said, if you do update your targets, your app might look relatively good (just programatically use UI_USER_INTERFACE_IDIOM to use the #2x.png version of your images).
Edit: I misunderstood your question, and now the corrected answer:
There's nothing you can do. The iPad will launch the app as an iPhone app (the small non retina display, pixelated if double sized) if it is defined as such in your plist, and iTunes Connect will sell your app as universal if it isn't defined as an iPhone in the info.plist.
You basically have little choice here but to port the app or to more or less forget about iPad users. And Apple certainly wanted things to be that way...
i am developing an app for iphone and ipad with 4.0 as base SDK and 3.0 as target.
how to enable multitasking to this app.
thanks..
To adopt Multi-Tasking in your app. apply the following points:
Support all orientation from the target's General section in settings.
In the General section too. remove the check next to Requires full screen if any.
Select storyboard, click the File Inspector icon in the right side bar. check the box next to Use Size Classes. Check out tutorials how to use size class to adjust your views according to the screen size assigned to your app.
Refer http://answers.oreilly.com/topic/1867-how-to-update-your-iphone-app-for-multitasking-with-ios-4/
Also duplicate question how to do multitasking application in ios 4.0
If you build an iOS app using a 4.x SDK, Apple's "multitasking" will be enabled by default, unless you explicitly add a plist key to prevent it.
But multitasking may not work properly unless you add support for it in the app's resign/become active, and/or app's suspend/resume delegates.
If you actually want to run code in the background, then your app needs to be of a few very specific types, or add support for running some code for a very limited amount of time, for which you probably want to read Apple's documentation.
Some native iPhone applications (like Clock) display different default images while loading depending on where the user was when the app shut down last.
I wonder if that's something only Apple apps can do, or if mortals can do that, too.
Use a blank Default.png and then in your app delegate's -applicationDidFinishLaunching: method, load a UIView that contains your dynamic content. This solution sidesteps any conflicts with Apple's SDK terms as well as all technical problems.
AFAIK it's for immortals only. There is however one for each orientation and a separate set for the iPad. But nothing that allows you to change those once built.