I've found that on iPad, the app will still rotate even though I have set it not to in the info.plist (see attached). Anyone else have this issue?
Right click on you plist > Open With > Generic PList Editor.
You will see that there is:
Supported Interface Operations,
And
Supported Interface Operations (iPad)
Start deleting...
Edit: Other editors work as well, even Notepad. Just giving example how to fix it.
Related
I'm trying to port iOS Unity Game for the new Apple Silicon Mac. For supporting window resizing and fullscreen, I just set UIRequiresFullScreen to false, it works well on the Apple DTK.
But the slide-over and split automatically enabled with the plist property modified. The ARM Mac version runs on the iPad scheme, but we don't want the split and slide over feature enabled for iPad device. Can I disable the Split view feature programmatically when the device is determined not running on Mac?
It would be appreciated if anyone can give some ideas...
if (![NSProcessInfo processInfo].isiOSAppOnMac){
// code to disable split view and slide over
}
Programmatically, it is not possible for iPad. This is just plist value that can't be changed at runtime. You use case is valid You can raise a bug with apple, they might lok into it. they may introduce different plist for mac, or some other way around it. Right now at runtime this is not possible.
An application, which works perfectly in simulator on iOS10 shows black screen after slash screen on iOS 11.
Also on real device it shows splash and then black screen, but here I don't have a spare device with iOS10 to confirm it will work differently on older iOS.
Any hint, what could be done to get it running on ios11?
Clarification: I had this application running on ios11 too, but when I needed to fix something in the app, and started Xamarin Studio after long time (since Jan'17), there were a lot of component updates. And now the App shows black screen after splash...
Try to do real clean (delete bin & obj folder) for each project & right click on solution & choose clean {your solution name}. After it is done, right click on solution again & choose rebuild {your solution name}. After all done, try to debug on iOS11 simulator/ device.
If option no.1 is not working, maybe you can try to do breakpoint in finished launching method to see is it everything is working.
I figured this out after a few hours.
My issue was at the Info.plist, below what I did on Visual studio for windows:
Right click on the info.plist and select Open with
Choose iOS manifest editor
Click on the tab visual effect
Go to the Launch Images
Make sure the option Source and Launch Screen are set up properlly
Clean your entire solution
Rebuild project
Try again
in my case Source was set as none.
enter image description here
What worked for me:
Step 1. Replaced the info.plist with that from a fresh new project.
Step 2. Edit only those fields in the file to its original content
which matters (like package name, permissions, etc.)
I am suspecting the below piece of code in info.plist to have caused the issue:
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
</dict>
Notice the object library in the attached screen shot, at the right bottom.
It's different to the usual one I'm used to work on, I clicked to open an XIB and it was gone and I don't know how to get this one back. Is it even useful ?
I scrolled through it and found many more controls like Bevel Button, Secure Text Field....etc.
Those are elements for OSX. Xcode seems to to know that this is an iOS project if no Interface Builder file is opened. If you open the Interface Builder, Xcode realizes that this is an iOS project and only shows iOS elements.
I'm a bit confused by how the UI compatibility model is setup in iOS.
It seems you can force iOS6 look & feel while running the app in iOS7 by changing the storyboard/interface builder settings. But when you set it for iOS7 UI, iOS6 devices are unable to install the app.
Is it possible for the app to be rendered with the new flat look in iOS7 and still maintain compatible w/ iOS6 devices rendering the old glossy UI ?
have you tried one of the following?
setting the min version of iOS that will run your app
changing the build for tab under the IB section
For the first one, just go to your project settings, and find
then you can just change the 7.0 to whatever version you're running..
For the second one, just open the right panel in IB, and do
and see if that helps you any.
Hope this helps!
I am following the course on iOS through iTunes university and working on the calculator project. I moved the controls on the storyboard to make room for another control at the top. Everything looks fine on the storyboard but when run in the simulator, controls are bunch up, on top of each other, and some are clearly off the top of the simulator screen. This leads to the following very related questions.
How does one move controls around on the storyboard? I went to the size inspector of each control (buttons in my case) and changed the 'Y' value (increased it by 10). I did this for each control. I didn't think about it as I was doing it because as I said, all looks fine on the storyboard. Is there a better way to move controls around? I could not figure out how to grab more than one control at a time and move them. Grabbing all and moving or all but one and moving would have been ideal.
I anticipate someone is going to say, "We need more info. " How do I show the storyboard? Is there a xml file somewhere? How is the storyboard saved? How should I show the results of the simulator?
In general, what the heck is going on? Why would things look so different in the simulator?
Is there a better forum/group to ask newbie questions about iOS programming?
My specs are these:
XCode 4.5.2
Ios simulator versions set to 6.0 and iPhone
Any other info needed? Thanks in advance,
Dave
Try setting your simulated device size to 'freeform' instead of 'inferred'. This screen is a bit smaller so the controls are no longer overlapping. The latest xcode sets it by default to ios6 (screen size of iPhone 5)
edit For a better insight in xcode IDE, please refer to the documentation provided by apple (includes screenshots for clarity)
https://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html#//apple_ref/doc/uid/TP40010215