iPhone-only gets detected as iPad app on iPad mini - ios

We have a strange problem with UI_USER_INTERFACE_IDIOM() in our app.
Everything worked fine untill we tested iPhone-only target on iPad mini.
Normally you would expect UI_USER_INTERFACE_IDIOM() to return Phone in such case and system should display the app as 320x480 with toggles for (1x)/(2x) zoom mode but somehow on iPad mini this is not true. The function returns iPad thus our game thinks its iPad.
But thats not what is strange - also the system does not run the app in emulation mode but it gives us the bounds of the entire screen so we can render in actual iPad mini resolution.
How can this be possible and is it possible to disable this behaviour? What's more interesting is that when installed on regular iPad (new Air with iOS 9.0 and iPad 3 with iOS 8.0) it works as expected.
If this is any lead we recently switched from plain old plisted icons and launch images to Asset Catalogues and storyboard for launch image.

Related

iPad app is not utilising the full screen

I have an iPad application on App Store. App is only supported for iPad. App is not a universal App. I am using launch screen storyboard.
App is working fine on 12.5, 10.5 inch iPad devices. But for 11.0 inch iPad device app (iOS 12.1) is not utilising full screen. App is behaving as iPhone app running on iPad without 2x button.
I know this issue comes when you run iPhone app on iPad. But as my app is iPad only. So not getting what causing this issue.
Is anyone faced similar issue? Please let me know how you fixed it.
Thanks in advance.
Note:
1 - iPad only build created on environment Xcode 10.0 and iOS 12.0
2 - Just review https://developer.apple.com/ipad/ Optimizing Your UI Section.
I don't have 11 inch/pro iPad device. So will iPad app build created on Xcode 10.1 resolved this issue?
If you didn't create a view for "that size" then it'll be displayed for the size you created it for. If you created a universal app it would automatically resize itself for the appropriate iOS device. If you create a view for the largest iPad size then it should automatically scale itself down for smaller screens. From the sound of it you created the app for a specific size iPad ignoring the other bit depths available on various models. Even if you want your app for "iPad only" you can do that while still controlling how it scales itself down to say an iPad Air vs iPad Pro.

App not displayed in full screen on iPad Pro Simulator

I have created an iPad app in Xcode 7.3. Every works fine on iPad 2, iPad Retina etc.. but my problem is when my app is loaded with the iPad Pro simulator. The app works fine but is not zoomed to display at full screen (approx 2 3rds of the screen). When creating my app I did not set and constraints as on previous versions of Xcode, iPad apps would automatically zoom there native size to fit on the iPad Pro. I do not have a iPad Pro to check if my app will zoom to fill the screen on an actual device. If I were to submit my app to the App Store would it be refused ?
If required, is it possible to submit an iPad App without supporting the iPad pro ? (possibly by not suppling iPad pro screen shots in iTunes Connect).
If required I can post some screen shots

App on appstore has iPad support when iPhone family set?

I have an app on the App Store and I've made sure several times that iPhone is selected in: App > Target > General > Deployment Info > Devices > iPhone
..rather than Universal or iPad.
It appears every time the app is approved it still says iPad supported, how can I disable iPad support completely since the above "solution" doesn't work?
That is normal, iPhone applications can also run on iPad in a iPhone simulator mode.
This is the description of one application of mine only available for iPhone.
Compatibility: Requires iOS 7.0 or later. Compatible with iPhone,
iPad, and iPod touch. This app is optimized for iPhone 5.
This one just for iPad:
Compatibility: Requires iOS 7.0 or later. Compatible with iPad.
and this Universal (both iphone and ipad, no simulator)
Compatibility: Requires iOS 7.0 or later. Compatible with iPhone,
iPad, and iPod touch. This app is optimized for iPhone 5.
It seems the same, but in the reality there is also a + sign with written:
This app is designed for both iPhone and iPad
Making them "Just for iPhone" doesn't let iPads not use them. Imagine this bit of a crisis: on the first iPad's release, how did apps get on the store, since they were designed for iPhone? Developers had some options:
Make an "HD" or "iPad" version. This involved redoing the entire UI so it would fit on the bigger screen.
Do nothing. The iPad's would get the iPhone version of the app, but they would just be, as you can guess, oversized iPhone apps.
After a couple years, there was another option:
Make a "universal" app. This allowed both UI's, both big and small, retina and 1x scale devices, to be "bundled" together in the same Bundle. (heh, bundle pun.) Puns aside, this allowed for apps like "Facebook" to run on iPad, iPhone 3GS, iPhone 4, iPhone 5, iPhone 6, the future iPhone cheeseburger double-decker 7+, and everything else, without having to remake the entire app.
On the iPad, as mentioned by Andrea, it runs in an "iPhone Simulator" mode. This makes the tiny screen be rendered in the tiny screen scale, and, since iPad is over twice the size of the iPhone, it gave the iPad a "2x" button to zoom it in and make the UI bigger.
It's like an app designed for iPhone 4 running on an iPhone 6 Plus.
The iPhone 4 renders stuff at 960x720 landscape or 720x960 portrait, and iPhone 6 Plus's display is much bigger. To accommodate, it letterboxes the content and scales it up automatically.

Why the inputView of an iPhone app is so wrong on an iPad Air?

Last night I was playing with a friend's new iPad Air in the bar. I downloaded my own app onto his new iPad Air and found a very weird bug.
My calculator app for iPhone looks typically like this:
The keypad is an inputView of UITextField.
However, when the app runs on the iPad Air, no matter at 1x or 2x mode, it is like:
Some of the keys are randomly positioned. I ran the app on my Mini (1st gen) before without such issue. Do you have an idea what cause the keys relocation?
The bug only shows up when the calculator is started during the iPad is at landscape mode. Fixed by removing excess suppoorted landscape modes from the Info.plist:

exclude iPad mini device Titanium iOS

I have created an iOS app in Titanium. I tried running the app on the simulators(6.1 and 5.1) and it works fine. However, when I run it on the iPad mini device it gets messed up.
Since, I have to submit the ap in the next 2-3 days; I ahve thought of excluding iPad mini from the app itself.
My app should not run on iPad mini. Is there a way to do that using XCode or Titanium.
try to run your app on your ipad mini and make this code to get the ipad mini ID
Ti.API.info( Ti.Platform.model )
it should return's you the model of ipad... then you can make an if to know if the current device is a ipad mini or not... if it is you display a screen saying that the app isn't supported for ipad mini yet.

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