iOS app not displaying correctly iPad - ios

I am working on an App which should be able to run on iPhones and iPads.
I have been able to run it on iPhones and it is displaying perfectly. But when I run it on an iPad the App itself is very zoomed in. I am not sure what main issue.
This is how it displays on iPad:
And this is how it comes up on an iPhone:
Any idea how to fix it or what the issue is?

Your app isn't made to run on the iPad. When displayed on the iPad, it just stretches the display of the iPhone version (you can see that by the 1x button on the lower right corner of the screen). You need to setup your XCode project as a Universal App (instead of it being just for iPhone) and then you'll be able to take advantage of the entire iPad screen and design the display especially for it.
You can set the app as Universal on your project properties in XCode:

Related

Display iPad screen as iPhone?

I have searched through the web and I did not get clues.
Is there a way to display iPad screen as an iPhone like this app does it?
The iPad displays an iPhone screen. Is there some configuration to display this behavior?
What you are seeing is the default behavior of running an iPhone-only app on an iPad. You don't have to do anything other than declare your iOS app as an iPhone-only app.
Of course it would be better for your users if your app properly worked on and took advantage of the iPad's screen but that's up to you.
If the supported devices, that appear under Project > Target > General Tab > Deployment Info
is selected to be "iPhone" and you run this version of app on an iPad, it will appear as the example you shared.

Xcode 8.1 iPad simulator draws screen twice

I'm trying to bring my App current to iOS 10.1, using Xcode 8.1. My App is targeted to both iPhone and iPad. All the simulators for the iPhones work o.k. However all the iPad simulators draw a screen that is bad, and after a second, the good screen appears.
The bad screen looks like:
After about a second the actual screen appears. It looks like:
This did not happen in earlier versions of Xcode, and I sure would appreciate some suggestions on why Xcode 8.1 is doing this.
Charles
The problem is that you are still using a launch screen image file. Those no longer work. The initial screen nowadays is your LaunchScreen.xib or LaunchScreen.storyboard. You need to have one and configure it so that it matches your actual initial interface.

Problems with device target for iOS app

)
Hello all :-)
I want to release an iPhone/iPod Touch only app. However, I know iPad users can still download the app from the app store, which is fine by me. I was simulating my app on simulator to see how it would look like on an iPad. When I simulated it, the app looked terrible: the layout was not the same as the iPhone version, some labels were colliding and buttons were "cut" out of the screen.
I want iPad users to have the same view as an iPhone. I believe a 1x/2x button would appear on the screen in that case. How can I do that?
Any help/advice would be really appreciated!
Thank you :-)
When you upload your app to the App Store it will also allow iPad users to download the iPhone version of the app. This will have the 1x/2x button you are looking for.
However if you test your project on the iPad simulator before you upload the app, it will not be the same iPhone version of the app that the iPad users will see. Instead the simulator will run an actual iPad version of the app which is not what your looking for.
In your project settings, set your target device to iPhone only. Upload the app. When iPad users download the app they will get the iPhone only version with the 1x/2x button for the iPad.
In your project settings, make sure the "Devices" settings is "Universal" (this is under "Deployment Info"). If it was not before, you may have to make some layout adjustments.
Use Autolayout for fixing the design issues
in storyboard right pane -> attribute inspector -> simulated metrics-> select inferred in size for all controllers
You should be seeing this in the simulator (note the letterboxing on all sides):
And your build settings should show 1 as the target device family:
If not, you are iPad-native and that's the source of the trouble.

Sencha Touch Cordova app gives blank white screen on iPad

I have a sencha touch cordova app which works perfectly fine on Iphones, to get it past the apple review I need to make it work on iPads too. I do not intend to support iPad users at this point of time so have kept the Devices as iPhone only in the settings. I expect the app to open in iPhone resolution on the iPad and works similar to the iphone - but it doesn't, when i install and run it on the iPad, all I get is a blank white screen and nothing happens further. On the xcode console I get this :
WARNING: The splashscreen image named LaunchImage-700 was not found
which is the only difference between the logs of the iphone and the ipad.
I believe it isn't getting the launch image for the iPad but I have no clue where or how to include this image.
Would be great if someone can point how to solve this issue and make my app work on an ipad.
I had this error after updating xcode. They got really picky about what splash screen sizes you can use.
I use this plugin on npm cordova-splash. This builds all different sizes of splash screens and my xcode automatically picked them up.
Usage is really simple just make sure you have a splash.png file in the root folder of your cordova project and run cordova-splash

iOS Splash Screen not showing up on device - strange issue

I am making a test sprite kit game, and when I run it on the device, the splash screen doesn't show up although it does work on the simulator.
Here are some screenshots:
Normally I set the target to iOS 7.1 and later, so I use a .xib file and LaunchImage file in xcassets.
I have put 2 correctly sized splash screens in the iPhone portrait iOS 7&8 section, and have selected "Portrait" under iOS 7 and later. The link from the settings file is definitely going to the correct file.
When I run it on the simulator (presumably all devices are iOS 8), the .xib file is used and it displays that splash screen.
When I run it on my iPhone 4, it displays a black screen. In my other apps, it would choose the image from xcassets and display it, but this is not the case.
Does anyone know how I could solve this problem?
Edit
Basically, I have put 4 images into xcassets for a splash screen. I have selected iPhone portrait for iOS 7 and iOS 8.
In the settings pane I deleted the launch screen file reference, so the only reference is to the xcassets launch image (It points to the correct place). I have also deleted the LaunchScreen.xib file.
But when I run the app on the device and the simulator, no splash screen shows up.
I faced similar issue and fixed by Restarting the Mac and iPhone
Uninstalling the app from Simulator/ iPhone helped to fix this issue.
I was having the same problem, and I finally figured out a solution. I want my launch screen to show up on ALL devices capable of running iOS 7 or later, when running my landscape-only Sprite Kit game. Most devices that run iOS 7 can be upgraded to iOS 8 or greater, except for the iPhone 4 (which is stuck with iOS 7.1), and the launch screen wasn't appearing on my iPhone 4 test device. Then I stumbled across Apple Tech Note TN2244. As described in the Tech Note, once you edit the info.plist to enable landscape orientation for iOS 7.0+ iPhone launch images, the correct launch image will appear. As a side note, if you disable the launch image asset catalogs as suggested, the XCode Swift compiler gives you warning messages -- but you don't really need to disable launch image asset catalogs, and if you configure them properly the warnings will disappear and landscape launch images will now work just fine on all devices, including iPhone 4.
Your app's launch image is displayed as soon as your launch your app. Hence the name. It is removed when the appDelegate appDidFinishLaunching: method runs. If you are app has very little to load, your image might get displayed and removed before you have time to see it.
If you want to manually set a longer display time for your launch image, you can add this code to the appDidFinishLaunching: in the appDelegate.m file:
sleep(4);
4 being the number of seconds.

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