How do we enable/Disable App slicing feature of iOS 9 - ios

AS iOS 9 is supporting App slicing feature just by adding needed images to image assets and you will get sliced app when download from appstore.
1) My question is do we need to do extra steps for App slicing feature or by just adding image to image assets it will work on Appstore (not like we are checking bitcode feature at the time of upload)
2) How can i deactivate App slicing feature even if i am using image assets.

1) No. You are right as per apple doc it clearly states here
2) I think we can not disable it.
Trying to answer your comment:
Theoretically:- i think if you some how forget to provide #....x image, still app store process will provide an alternative image to specific device. It may be same as #3x/#2x/#1x (what ever developer have provided ). If developer have provided more than 1 image like #1x and #3x both then #3x will be download to all device except #1x supported device.
Practically:-
Delete #1x or #2x what ever you want from image.xcasset.
Create archive.
Export the app for the target device to get ipa.
Change the .ipa extension to .zip and unpack the archive.
You should be able to see what images are there #1x/#2x/#3x. These
are the images which user will be downloading for his device.

Related

Huge app size of iOS build in react native

how to reduce app size in react-native ios. In android i'll include the "armeabi-v7a", "x86" into build gradle file, its working fine. for ios?
React-native : 0.57.7
You should not compare iOS app size with android! There are two different platforms. Second thing if you have used assets for the images and taken care of the app thinning then your app size will be different for the different devices. If you have uploaded any build on the test flight then from AppStoreConnect -> activity -> click on app icon -> click on App Store File Sizes and you will find different sizes for different devices. App size varies as per the device resolution.
Reference Screenshots:
Now, To reduce the iOS build size you can take care of below things:
Use Assets to manage the images. Do not put it in the folder or directory
App thinning
BitCode
On demand resources are resources that are hosted on the App Store and your app downloads them when they’re needed. You add your resources to your asset catalogs and you tag them
Run Time needed data should be kept at server side

Xcode build not showing up on iTunes Connect

I am trying to upload my app to TestFlight. I have created new provisioning profiles and have code signed the app as following:
In Xcode, the app successfully uploads to iTunes Connect, and soon after, I see the "processing build" screen on the Activity tab on iTunes Connect:
A few minutes later, the processing build disappears and there are no builds on the screen. I am unable to select a build as it simply says, Submit your builds using Xcode 6 or later, or Application Loader 3.0 or later.. How can I find the build on iTunes Connect? Thanks!
My solution... is terrible, but I have found success uploading builds until they show up. It sometimes takes like 30 uploads, and other times it only takes one. This problem is affecting every build I have tried since I switched to Xcode 8 in December. It's horribly inefficient but it's the only thing I have found that works.
EDIT: Right after I sent this answer, I got my build processed at upload 13. Good luck, buddy.
I also faced the same problem With xCode 9.
The reason behind it was, the new icon we have to include in App Icon for App Store (1024 * 1024) was in .jpg format instead of .png.
Here is the mail, I received from Apple.
Dear developer,
We have discovered one or more issues with your recent delivery for "MyAppName". To process your delivery, the following issues must be corrected:
Invalid Image - For iOS applications, icons included in the binary submission must be in the PNG format.
If your application supports the iPhone device family, you must include square icons of the following dimensions: 57x57 pixels.
If your application supports the iPad device family, you must include square icons of the following dimensions: 72x72 pixels.
For macOS applications, icons included in the binary submission must be in the ICNS format and must include a square 512x512#2x image.
Once these issues have been corrected, you can then redeliver the corrected binary.
Regards,
The App Store team
So my advice is
Look into your/client's mail box, you must have received email from Apple regarding the issue
Make sure you have included every image file in .png format
Make sure you have included every privacy description correct regarding the exact usage
For example, for Location usage description, instead of "App would like to use location", please write something like "Location is required for driver to find out where you are as well as for nearby suggestions."
Add missing items in info.plist, such as icon files, privacy usage description, requirements etc. It works for me.

~ipad and ~iphone and hosting content with apple

I have two questions which i cant find searching.
I'm making a photo app with lots of photos. I'm naming them ~iphone and ~ipad with different res. And want to upload one binary as a universal app. When running the app on my test device the app seems to be installed with all the images, since its 110mb and the images are around that size. Is it different when uploading the binary to the appstore or is it an other way to do it?
Second question is regarding uploading the content to apples servers. Should I have both ~iphone and ~ipad images in one content file or should I upload them separately? If separately, how do I do that?
This should be two questions
1) The binary you upload to Apple will be the same size.
2) If it's to be a universal app then they have to be in one content file.

iTunes Store rejected 114x114 icon

I'm still trying to get my first App approved in the iTunes Store. Now they want a 120 x 120 icon. That's nice, but xCode won't accept a 120 x 120 icon.
What am I missing?
As off today, all submitted apps should have an 120x120 app icon. You can just add it to your bundle. No need add it the icon list.
Dear developer,
We have discovered one or more issues with your recent
delivery for “…”. Your delivery was successful, but you may wish to
correct the following issues in your next delivery: Invalid Image –
For iOS applications, icons included in the binary submission must be
in the PNG format. If your application supports the iPhone device
family, you must include square icons of the following dimensions:
57×57 pixels and 120×120 pixels. If your application supports the iPad
device family, you must include square icons of the following
dimensions: 72×72 pixels, 76×76 pixels and 152×152 pixels For Mac OS X
applications, icons included in the binary submission must be in the
ICNS format and must include a square 512×512#2x image. If you would
like to update your binary for this app, you can reject this binary
from the Binary Details page in iTunes Connect. Note that rejecting
your binary will remove your app from the review queue and the review
process will start over from the beginning when you resubmit your
binary.
Regards, The App Store team
Here is a Q&A where there is all the files required in your bundle and how they have to be named in your info.plist file.
EDIT
http://blog.manbolo.com/2013/08/15/new-metrics-for-ios-7-app-icons mentions that 120x120 icons are for ios 7 app. More informations are available on the apple developer forums.

iOS iTunes app icon

I am bit confused on how to use the iTunes app icon when getting ready to distribute. I understand it has to be 512 x 512. But the part I don't get is it has to have no extension? I have extracted a couple apps and their iTunesArtwork is a unix executable. In the iTunes icon sample code from their website, for type, it just says Default data. How do I go about adding my iTunesArtwork to my project.
The 512x512 (or better 1024x1024, I think this is a recent requirement as of the new iPad intro) icon file shall be a PNG file.
Don't worry about what you see when extracting the file from a binary. The icon file can be uploaded through the browser and a PNG will just do fine.

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