Is iPhone supported for multi-tasking in iOS 9 - ios

I opt in mutli-tasking for my Universal app. for the iPad it's so clear what's feature it gives. and how to test it on simulator.
The problem with the iPhone. Is it supported? What are the provided features? How to test it on simulator?
Edit:
What I mean exactly is the new things introduced for the first time in iOS 9. exactly the split screen, slide over and the picture in picture features.

iPhone and iPod touch users cannot use the multitasking features of iOS 9.
Multitasking is only available on:
iPad Air
iPad Air 2
iPad mini 2
iPad mini 3
Note: Split View is only available on the iPad Air 2
See for more information about multitasking: https://developer.apple.com/library/prerelease/ios/documentation/WindowsViews/Conceptual/AdoptingMultitaskingOniPad/index.html

If you refer to multitasking enhancements in iOS 9, they are available only on iPads.
A table is available on official Apple guide Adopting Multitasking Enhancements on iPad.

Related

Must app be tested for all iphone sizes for approval

am newbie in iOS app development.
say, I have created an iOS Swift 3.0 App for iphone 6/6+ (7/7+)
I build Swift app for iphone 6/6+ (same as 7/7+). This means I use the standard Screen size 375x667 to start with.
In Xcode 8.2.1, there is a list of Devices from iPad to iphone 4s which you can use to test to see how your app fit into the targeted devices.
1) I started on iphone 6 (same as iphone 7), my app fit in and look good for this screen size. When I tested it on iphone 4, my App wont fit in; some UI control like TextView is missing. Must I fit my app for this iphone 4s?
2) The same app can fit in ipad (pro 9.7, 12.9 inch) but the UI control will look small.
I need your help for the following questions for app store submission.
a) It is a must that my app must fit in for all the screen size such as ipad and iphone 4s when I started out the app on iphone 6 or 7?
b) Can I just target iphone 6 and above?
Thanks
There is no explicit setting to target only the iPhone6 and above, rather Apple will frown over this and would not encourage it.
But by doing the following, you can target only iPhone5 and above.
In the Project --> Target --> General --> Set the targeted devices only to iPhone instead of iPad/Universal.
Again in, Project --> Target --> General --> Set the deployment target to iOS 10.0.
As iOS 10 does not support iPhone 4s and previous devices you can get away with this.
Also, iOS 10 adoption is already about 80% as reported on Jan 4th, 2017. So you are already targeting most of the users.

How to disable iPad support?

How to disable iPad support for Xamarin.iOS application?
I have iPhone/iPod selected in my Info.plist:
And here is the source:
However, I am still able to run it on iPad Air simulator and my app got rejected because it didn't work well on iPad (it isn't supposed to, though).
What could be the issue?
Please ask me to add any information needed.
You can't fully disable iPad support because every iPhone app will also compatible with 3.5 Inch or iPhone 4/4S support screen resolution means your app run on iPad with iPhone resolution. So if your app is not supported 3.5 Inch then it will reject by Apple. Check This link https://stackoverflow.com/a/28593581/6655153

Xcode 8 and ipod touch [duplicate]

This question already has an answer here:
How to get iPod Touch simulator in Xcode 6.1
(1 answer)
Closed 6 years ago.
I need to develop an application to run on a recent iPod touch. Xcode does not have iPod as an option for device (only iPhone or iPad). Likewise, there are no simulators for iPod touch. I've read you can just select iPhone as the device and simulator but I am skeptical that will create an app I can deploy to a iPod. I've also read you can use iPod's to test iPhone apps but this is not my scenario. Is writing apps for the iPod touch with Xcode a bad idea?
Yes, you can develop for iPod touch using Xcode, just as you do for iPhone and iPad. (There is in fact no other way to develop apps for iPod touch.)
The differences between an iOS Simulator and any physical iOS device are much more significant than those between an iPhone and an iPod touch. (No simulator configuration has telephony capability, for example.) If you want to target the 5th- and 6th-generation iPod touch screen size when testing in Simulator, just choose the iPhone 5, iPhone 5s, or iPhone SE simulator, as those iPhone models have the same screen size as the last two iPod touch models.
When you choose an app template upon starting a new project in Xcode, the choice it offers you between "iPhone", "iPad", and "Universal" really means "phone form-factor" vs "tablet form-factor" vs "support both". If you choose iPhone or Universal, you'll get template UI layouts that support a phone-sized screen (or rather, various phone-sized screens, including 4-inch for iPhone 5/5s/SE, 4.7-inch for iPhone 6/6s/7, and 5.5-inch for iPhone 6/6s/7 Plus).

Is it compulsory for app to support all iPad devices

I developed it only for iPhone but Apple has this rule that iPhone app must support iPad. Therefore, I developed another version that also includes iPad support and design. Is it necessary for app to support all iPad devices.i.e. iPad 2, iPad Air etc? Or only support to one iPad device will work?
It isn't compulsory, you can set your app only for iPhone devices and you can install it in iPad too. The only thing is that the appearance of your app in iPad devices going to be similar than in iPhone devices.

I don't want my iOS app to run on iPhone with 3.5 screens, is it possible to restrict my app only to 4 inch displays?

I don't want my iOS app to run on iPhone with 3.5 screens, is it possible to restrict my app only to 4 inch displays or larger?
Also, is it possible not allow the app to run on a certain device? I do not want my app to run on iPhone 4 and 4S.
Rather than selecting for a specific device you should focus on what capabilities you need.
For example Bluetooth 4.0 Low Energy communications supported only in iPhone 4S+ devices . You can add the bluetooth-le key to your UIRequiredDeviceCapabilities to prevent installation on every device but the iPhone 4S+ devices.
I don't think this is a good idea. Apple wants you to develop for as many devices as possible, and if you decide not to support a certain device for no reason (e.g. "no M7 coprocessor" for all devices except the 5S), Apple will reject your app.
You cannot choose an app to only be released for 4" devices, and you have no influence on what display the iPad simulates when it runs an iPhone only app. What you want is simply impossible. This answer was found here: Limit app to running only on 4 inch devices IOS and answer credit goes to #Scott Berrevoets
NO.
You can't make an iPhone app restricted to a certain screen size. Not only is it not technically possible, it's against Apple's App Store Review Guidelines, in ways.
2.10: iPhone apps must run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Although it's an old guideline mentioning the iPhone 3GS, the gist is the same even now: the app MUST be able to run on any screen size. There are even resizable iPhone and iPad Simulators within Xcode that you may use to take guesses on the next iPhone's screen size.
If they made guidelines so that apps can be used on the iPhone 3GS and the 4 and the 4s, said apps should also be able to run on newer phones and whatever's currently supported with the OS.
You said you noticed performance issues on older devices in a comment. This is where you need to work. How would you go about fixing said performance issues on older devices? Do what Apple did with iOS 7's release:
Reduce graphical effects and unnessicary processor-heavy effects on older devices.
If you look between devices, iPhone 4 has none of the translucency and background blurring that was advertised with iOS 7, namely with Control Center, Notification Center, Alerts, Keyboards, and Navigation Bars. This is how Apple tried to compensate with the lag of the iPhone 4 trying to run iOS 7. Same goes with the iPad 2. The iPod touch 4th generation didn't have enough RAM to run iOS 7, so it's stuck on iOS 6.1.5.
You need to do some work here too. If you have unnessicary graphical and processor-intense effects in your app that causes lag and performance issues, disable them on devices that can't run them at a smooth frame rate.

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