I'm running the app I'm developing in an iOS 8 device and it rotates to landscape, but not in a device I've just updated to iOS 9.0.2, is somebody else experiencing this?
Thanks
EDIT: Just tried in iOS 9.0 simulator and autorotation neither works... is there something additional to take into account for autorotation in iOS 9?
I restarted the device several times as well as Xcode and now it seems to work...
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I am using an iOS 10 beta, and running an app that supports all orientations.
When I build and run the app using Xcode 7, the iPhone won't rotate.
The hacky solution for now is to then stop running the app, force-quit the app from the iPhone, and then launch it again from the phone. At that point, the rotation works fine.
Has anyone experienced this, any ideas as to how to solve this problem?
When I run the app on iOS 7.1, I have a problem with screen size. On iOS 7.1 it is smaller than it should be(between black spaces). Where to move to find the error? Thanks.
Here is the screenshots:
iOS 7.1:
iOS 9.1:
Assuming you have setup a launch screen storyboard, you need to realize that it will only be used on devices with iOS 8.0 or later. For older versions of iOS, you still need to provide all of the appropriate launch images.
I simply coded an app with Xcode 6.1. I can run the app with all simulators also with devices iPhone 5S, iPhone 4S and iPad retina successfully.
But I sent the app to a friend to test who has iPhone4 and he reports that after seeing main screen, touching a button quits the app. I have no chance to debug it with iPhone4 and also there is no option to test the app in simulator of iPhone4.
Is there any build parameters that I may miss?
Thank you in advance.
I changed SKNodes to SKSpriteNodes and now code is working on IOS 7.1 also. -(void)update:(CFTimeInterval)currentTime method was giving error with SKNodes in IOS 7.1. It may be a problem of Sprite Kit scene editor came with Xcode 6.Thank you.
I have a bug where the keyboard will occasionally be presented weirdly. I noticed it happen on the simulator but ignored it because I hoped it might just be a simulation issue, but it just happened on my iPhone 5s running iOS 8.1.2.
I have programmed the app in Swift and am using the latest version of Xcode and the iOS SDK.
Any thoughts on a cause?
Below it a screen shot of this weirdness.
I am in urgent need of the the geeks present on this forum regarding the iOS SDK questions.I have an app in which i hav to play multiple sounds simultaneously.I started with AVAudioplayer class but i realise that it was getting hung on iPhone 3gs and older iOS versions so i moved to AudioServicesCreateSystemSoundID((CFURLRef)afUrl,&soundID) from the tips of one of my friend.Now the app plays sound seamlessly on both iPhone and iPad .I have an iPhone 4S with iOS 5.1.1 and i have updated the Ipad 2 from iOS 5.1.1 to latest iOS 6.0 stable.Now the problem is that the app runs fine on iPhone but on iPad a strange issue comeing up.On iPad sound is played but the volume does not change with Physical volume change button effect.I have build the app using Xcode 4.5 GM with iOS 6.0 and have set the deployment target to iOS 5.0 .
Please help me out as i am getting crazy on this strange behavior on Ipad only ..I hope i would definitely get the perfect solution here from you guys !!
Thanks in Advance !!!!