Iam new to developer forum and in need of help. So thought why not get help from fellow developers. I have a app (Photo Sharing App) that was bought from a developer and now I want to make it ios9 compatible and want to have a app with more effects and features like ; masking, layers, crop, resize, stickers etc....
Had a developer look at it and he told me this about the app.
"— App Code is Static. (no xibs and no storyboard used). All code written programatically. >> if to make compatible to iOS9 have to re-structure re-code all the structure to match with latest app requirement storyboard,auto layout etc… (current code is static for each devices need to make dynamic).
— App not working for new xcode 7.
— Application working in older version of Xcode 6.4. When tried to run on Xcode 7 it shows error not compiling at all. with changes managed to apply fix and run on new Xcode. But it still hangs on iOS 9
— facebook invite friend not working >> current code has older implementation of Facebook to show just friend with invite list which is now not allow by Facebook. Have to now check for this invite feature how it is working now and what are the steps needed to implement if working. "
The question: Is it any easy solution to make it work or do we need to make the app from scratch. Any one who can guide me to right direction. Where should I start and what can be done. Is it much work related to getting it IOS9 compatible? Any script/codes available on the net/github? iam just a amateur and on starting level so please consider it.
Have heard that can make a launch screen with storyboard so no need to make the app from scratch and just let the lauchscreen be dynamic to work with the app for flexible layout. How is that possible?
Thanks a lot
There is no need to remake all views with storyboard or xibs. You just need to add Default images for 3.5 and 4 inches iPhones. Also, you need to fix all errors, update frameworks and libs, recode deprecated methods, make the app compile for 64 bit architecture.
Related
I’m using GoogleMaps pod in my iOS application and it was working fine, but in my last build, apple reject my application. And the reason behind that is, the map was unable to load at the time of review on iPad running iOS 12.2 on Wi-Fi.
I did try to reproduce that bug on my device but I couldn’t.
Application do ask for location permission
Google Place API key also seems ok.
Is there any way to identify what the actual issue is and how I am supposed to solve this one?
Finally, I've solved that issue and for that, I've done some of the changes in my project.
1 - I've patched the latest Google Plist file in the project (I wasn't sure whether the old one was latest or not)
2 - I was using multi language in my project so before setting the delegate of google map, I've set the language for my project.
3 - instead of set the google map from Storyboard, I've set the google map programmatically in my view controller after setting language.
After surfing for so long to solve this issue, I came to know that this issue occurs when your App supports multi language. These some steps did work for me.
Is it possible/do you know any possibility to visualize the source code of an app? Because I'm working on something and I have got an app that does exactly what I want mine to do, just in a completely different way. Basically, every app on the AppStore has to be written in Xcode, right? So how do I visualize the code?
Thanks in advance!
The developer needs to share the code with you if you want to get the full code.
You can't extract the code from the .ipa itself (which is essentially the app)
Moreover, not every iOS app is written in Xcode - you have other SDK to write Swift and Objective-C with and more apps that you can write cross platform app with that eventually produced the .ipa file.
i have developed an iOS app and i'm using many 3rd party libraries suck as Google, Facebook, VLC ect, when i generate IPA i'm getting 92,5MB and when i upload it to appStore i get 200MB.
Is there a way to decrease it to arround 60MB ?
Make sure you have all optimisation switched on in Build Settings.
And yes, sometimes its easier to check library code on GitHub (if it open sourced) and implement necessary logic manually, that include whole library in the project. Swift projects quite bulky, need to keep all runtime libraries inside the app
There are many similar questions, but I haven't really found the answer for this.
I'm making an iPad version of a large iPhone app. Which is the best way to go when distributing? I understand that when turning the app into a "Universal" app, all resources (images etc) for the iPad version are also downloaded to iPhones.
This is probably not desired, so to me it sounds better to use the built-in XCode function to duplicate the target into an iPad target. (This is nice since it will generate iPad-specific versions of all the NIB-files)
However, I'm afraid that this will split the app into two versions on the app store. I want to make it look like a universal app on app store, with the little "+"-sign. Is it possible to make it look like a universal app, when it's actually two different targets?
In a Universal app there is only one binary.
If you create to targets you can compile for either iPhone or iPad, but then you'll have two different apps.
So, no it is not possible to make two apps look and behave like an universal app.
I don't think that the images etc being present in both versions are such a serious problem.
They get compressed and can mostly be used for both versions.
I would prefer having a universal app that syncs via iCloud on all my devices than having to download two versions of the app... Apple does it too, e.g. in iBooks.
I am beginning to port an existing Flash project to an iPhone AIR app for a client. The client already has an iPhone app created by an Objective-C developer. My client would like me to be able to incorporate my Flash elements into the Objective-C developer's existing iPhone app.
I'm not sure if this can be accomplished in some way, and if so, how. I'm guessing that giving the Objective-C developer my .ipa file would be useless. I'm also guessing that they would be unable to use my .swf files, but I'm not sure.
Does anyone have an idea as to how I might proceed? If you are able to point me in the right direction, I will gladly declare that your kung fu is the best!
Thanks.
You cannot do that with regular tools. I would go the other way around: try to reuse some of the Objective-C code inside your Air app, incorporating it into a Native Extension. Of course, depending on what the Objective-C code does, and on what your Air code does, it may or may not make sense.