Does iOS11 handle viewport different? - ipad

On my iPad Mini I can only install up to iOS 9.3, the website looks fine there and on any other device. But colleagues with a new iPad and iOS 11.0.3 have the website only filling about 60% of the screen (both portrait and landscape mode).
see iPod photo a colleague sent me
I made the website for 100% screen width on all devices and never had a problem, worked fine the last 2 years. I would say the website code is sober, the problem comes from iOS. But since I can only check iOS 9.3 or iOS 11, I do not exactly know at which version of iOS the error exactly started.
I can not find any information whatsoever about where this may come from or other people mentioning such a problem. Does iOS11 handle viewport different?

Related

SpriteKit game deployed from TestFlight may not display correct on iPhones

I’m having an issue with games I’ve been developing for iOS using SpriteKit
The issue deals with when the games are deployed through TestFlight and installed on iPhone devices.
On some phones the games will not display correctly. They will appear zoomed in from the center and be clipped at the edges.
Here is a screen shot (taken from an iPhone 6) of what one of the games is supposed to look like:

Here is what the game can look like when it is clipped (screen shot taken from an iPhone X):

I have three iPhone devices I’ve been using for testing:
iPhone 5 running iOS 10.3.3
iPhone 6 running iOS 11.2.1
iPhone 8 running iOS 11.2.1
On all three of these devices the game displays correctly whether I install the game through TestFlight or deploy directly from Xcode.
I also have a tester who has an iPhone 7 Plus running iOS 11, and games installed from TestFlight on his device display correctly as well.
And, of course, the games display fine in all versions of the IOS simulator I’ve used for testing and debugging,
At one point I was able to have temporary access to an iPhone 6s that was having the problem. I could not find any change I could make in SpriteKit that would allow the game to display correctly. Furthermore the View Debugging feature of Xcode indicated everything was fully visible on the screen when it was clearly clipped on the device.
Also, for another user, I was able to get the game to display correctly by having them perform a factory reset of the phone in reinstalling a backup
All of this seems to indicate the problem does not lie with the code for the games, and is rather some physical problem with the phones themselves.
It is also very confusing, and I’m unclear about the cause and how to fix it.
At any rate, this does not appear to be a problem I can solve from my end of things, and I feel that I may need to reach out to Apple for help, only I’m unsure of the best way to go about this.
I don’t know if I could try logging a bug report, as I do not have clear steps on how to reproduce the problem.
I’m wondering if there is anyone I can contact through my developer account that I have that could help to troubleshoot this issue.
What suggestions do people have for dealing with this problem?

iOS App on iPad Air Wrong Rotation

As iOS developer I have created an App for my client. It is locked in landscape mode all the time. Everything works fine on my iPad 2, but for some unknown reason it is stuck in portrait on my clients device, an iPad Air 2 with iOS Version 9.3.2 (to which I currently have no access). I suspect a software glitch on the iPad Air, but would like to make sure that the fault is not with me before suggesting a reboot or even a rollback. My question therefore is: Which XCode settings should I check to make sure everything is fine with my app and the fault is with the device? I'd appreciate any experience shared.

iOS 9.3 can not get thumbnail from photo library using iPhone App running on iPad

We have had an iPhone App that's configured to run only as an iPhone App.
One aspect of this App has been able to access the photo library without an issue whatsoever. That is until iOS9.3, where the iPad simulator, from iPad4 and up, will not display photo thumbs at all. It simply shows nothing other than a blank square where the thumb ought to be displayed.
Now, the iPhone simulator works totally fine. Images thumbs are read into and by the ALAssetsLibary.
I've learned that the ALAssettsLibrary is no longer supported on iOS9. Certainly the Apple Class Reference for this object has a redline through all of the methods: https://developer.apple.com/library/ios/documentation/AssetsLibrary/Reference/ALAssetsLibrary_Class/
**But if thats the case, why is is that it still functions on an iPhone device, that's 5, 5S, 5C, 6, 6S, 6S Plus?
And why will it not work on an iPad?
Has anyone got a workaround?**
I can see that this issue comes about if the App is configured an iPhone-only-app that's being run on an iPad?
I found this link on the Apple dev forum site:
https://forums.developer.apple.com/thread/43400, where folk are having the same issue as me? People are reporting this as a bug?
I tried downloading this, too, (link below), as perhaps a means of slotting this in to fix my issues:
https://github.com/guillermomuntaner/GMImagePicker
And it behaves in EXACTLY the same way I'm describing is happening in my App.
Has anyone seen this before?
Editing now as this link to SO is an individual having exactly the same issue and no answers yet?
Unable to see images in Camera roll in iPad Simulator when run at iPhone resolution
Ok - for anyone that has read the above, I can tell you now that iOS10 has fixed this silly issue.

iOS 8.1 Simulator for iPhone 6 Plus cutting off part of view

I'm using Auto Layout/Constraints with Interface Builder in Xcode 6.1, so that my App renders correctly on all iOS devices. It works great across the iPhone 4s/5/5s/6 simulators and a real 5s, but part of the view is cut off when I run it on the iPhone 6 Plus Simulator.
To debug this, I downloaded the AlternateViews example code from Apple, and saw the exact same behavior. Then I tried to write a really simple test App, and saw the same thing again. I noticed that the iPad Air Simulator also cut off part of the view, and when I tested on a real iPad Air, the simulated/real displays did not match. I feel like there is something wrong in my dev setup (not a bug in the iOS Simulator), but I've double-checked everything and even reinstalled Xcode. Please let me know if you've seen this before, or have a recommendation on what to try next. Thanks!
AlternateViews Example on iPhone 6 Simulator:
AlternateViews Example on iPhone 6 Plus Simulator:
My SimpleTestApp on iPhone 6 Simulator:
My SimpleTestApp on iPhone 6 Plus Simulator:
My SimpleTestApp on iPad Air Simulator:
My SimpleTestApp on Real iPad Air:
I've seen this offsetting on rotation issue, starting in June 2014 when iOS 8 first went public, and I submitted to Apple a test project that showed how to reproduce it. In most cases it is possible to work around and prevent it, but my test project continued to demonstrate the issue.
A few weeks ago, however, Apple replied to my bug report, asking me to test in iOS 8.2 (available in beta as part of the Xcode 6.2 beta). The issue could no longer be reproduced!
Therefore I would suggest that what you're encountering is, at least in part, a genuine iOS bug, and that iOS 8.2 will prove to have fixed it.

How to get iPhone simulator 7.1 skin same like iPhone in Xcode 5.1.1 or Xcode 5

If I select normal iPhone simulator in Xcode 5 or Xcode 5.1.1, I am able view simulator same as an iPhone.
But, if I try the same thing with a 4-inch iPhone simulator, retina or non retina, (iOS 6.0, 7.0, 7.1), I'm not able to view simulator like iPhone. It's just showing only the screen, but not the skin or body?
I have tried to select iPhone 4-inch simulator and window scale 100% but it is just showing very big simulator.
If I do same thing for the normal iPhone simulator, it works fine and simulator shows like iPhone, but not for 4-inch simulator. How to get that?
I guess it would depend on your screen size, because I have the same "problem". However, it shouldn't be an issue.
If you need the home button functionality, you can just press Shift-Command-H
If you need to lock, it's just Command-L
That should be all you need in terms of what the skin can do...otherwise I don't really see the point in needing the skin.
The skin makes sense to have for making app preview videos. Now that we can add preview videos to the app store, we can't use the simulator to make a real looking phone simulation
While the iOS Simulator doesn't let you display the device skin/chrome, there are third-party tools that can. For example, I use an app called Reflector that basically makes your Mac look like an Apple TV on the network. You AirPlay the app as it runs on your device (not the simulator) to the Reflector app on your Mac. It, in turn, displays the screen and the skin/chrome around it.
(Looking for the URL, I just noticed that it now lets you display on Windows and allows you to "cast" Android apps as well.)

Resources