Full screen issue after manually creating an empty application in Xcode 6 - ios

Since xcode 6 didn't offer an empty application any more, I manually created one by deleting the Launch screen interface file and the Main storyboard file base name in the info.plist file, and deleted Main.storyboard and LaunchScreen.xib then. Considering that I'll drawing the UI by myself, I created a view controller without an xib file. But when I ran the app, there are black bars both on the top and the bottom. I checked the [[UIScreen mainScreen]bounds] and found out that the bounds was 480*320.
I've checked on google and there were suggestions like adding png pictures or creating a xib file, but I really wonder why the property bounds didn't get the right size.

I have met with this problem, it's because you delete your "Launch screen file" and didn't set in general tab "Launch image source".
So you need to make .xcassets file, after right click inside .xcassets file you create "New Launch Image" with name something like "LaunchImage" and set images for appropriate sizes. After that in general tab you set "Launch image source" property name with your "LaunchImage".
Step 1:
Step 2:
Step 3:

A better approach would be to keep the storyboard and everything else Xcode sets up for a single-view app, and then build out your UI programmaticly from the ViewController. That way, you inherit all the automagic stuff the SDK does during startup.
I can't tell you exactly what this automagic stuff is; but, I'm pretty sure your bug would go away if you adopted this approach.

Related

Runtime warning: Could not load the image "imageName" referenced from a nib in the bundle with identifier "bundleId" [duplicate]

when I load my application it shows a warning message that
"Could not load the "" image referenced from a nib in the bundle with
identifier "
I searched and confirmed all my images. But it still shows that warning.
Select your image(s) in Project Navigator.
Open the File Inspector.
Make sure you have the target selected.
I had the same issue when I Refactor to Storyboard. Apparently the Asset catalog does not transfer the image reference. To fix, see below:
You would notice that your ImageViews is empty from reference.
1 - Click on the ImageView
2 Go to the Utilities bar where you would see you asset image is unknown
3 - Change it back to you image asset
This should fix your error. Hope this helps!
There might be many reasons of this error. To fix this issue you can just follow below given step:
Go to product menu of the Xcode, select clean.
If still you are getting the error, then remove the images from your project and again add the images to your project.
while adding image into the project, make sure that you have selected the Project name inside the "Add to targets". And also enable the "Copy items if needed".
Please Refer below image for better understanding:
Just select the image in Xcode and in right side, File inspector, under 'Target Membership' make sure your project is selected.
Another thing you can do is delete and re insert your image and make sure 'Copy items if needed' is selected and 'Add to targets' your project is selected.
Click on the image file in your Xcode navigator.
Once selected, go to the right side bar (of XCODE) which is
utilities and under file inspector, scroll to target membership and
select your project target file.
Then build and run the project again.
Xcode9 beta2 release note:
Jpeg assets in asset catalogs are not found on iOS 10 or earlier for apps built with Xcode 9. APIcalls for accessing the image such as UIImage.imageNamed: return nil. (32524123)
Workaround: Use png resources or limit app testing to devices running iOS 11 or later.
Xcode9 beta3 release note:
Jpeg assets in asset catalogs are found on iOS 10 or earlier for apps built with Xcode 9.(32524123)
For those that are getting this error while developing a cocoapod
I was trying to use an image from my pod's bundle, thats inside a .xcassets file, in the storyboard. It would show fine in the storyboard but when i ran the app it would crash saying it cant find the resource.
I changed my podspec to include s.resources as well as s.resource_bundles
s.resource_bundles = {
'SDKRes' => ['SDK/Assets/*']
}
s.resources = ['SDK/Assets/*.{xcassets}']
Then it was able to load the resource properly from the storyboard
You can try opening your storyboard or nib as Source Code and then "Find" the image name in it, see if it exists but already invalid in your project, probably you have deleted or changed its name, and now it doesn't seem valid.
I have just updated to XCode 9 and it started giving me this issue. I created a new Image Set in the Assets section and added the images I wanted to this, then re-added them to my tab bar images with custom names and it worked fine. Hope this helps!
PROBLEM
This happened to me seemingly out of the blue on a tab bar controller with icons for each tab. The storyboard was still showing my image icons and the assets existed with the expected names.
MY FIX
Select the tab bar icons in their respective view controller and reassign the image like you did the first time.
This happened to me as well. I was doing everything right when adding the image but for some reason it was not working. I had to click on the image again once added, and then on the right toolbar under "Target Membership" I noticed my project was not selected even though I was selecting it when adding the image. I selected it here and everything worked fine.
I got the same error message (in XCode 8), even though the app ran fine (in the simulator and on the device).
I found the problem: In my storyboard, using the document outline pane, I clicked through every single UIImage, and looking at the attributes inspector for each UIImage - in the Image View section - found that one UIImage had a blank file name (instead of the .png file name containing the image). Reselecting the .png file name from the dropdown box fixed the error message.
I have fetching same issue in xcode 9.
just tick on target membership
I pulled my hair out over this issue for hours and none of the solutions in this thread worked. The problem, in the end, was that the Xcode project files were stored on a Google Drive file stream. As soon as I moved it to the local drive or iCloud it worked fine.
My case was a bit different. I was using an old IBDesignable element which had some property of setting an image directly from the storyboard. Since that element was old, hidden and unused the images it had were not present in my assets folder.
Now Xcode won't be able to search this image since it is not in the project anymore. But if you search in the finder, inside your project, you'll find the XIB/Storyboard in which it is mentioned. From there you can find it manually by opening that XIB or Storyboard as source code and search. Once found either replace them with a new image or remove the unused element.
Look into storyboard file you'll see a question mark icon on any of the imageView (as shown in screenshot below) or UIButton image.
Just correct it and the warning will be gone.
Hope this helps
My guess is that you have an image in the Project Setting->Build Phases->Copy Bundle Resources which loses its reference and appears in Red text color. Remove this image from there and re-add.
This happens often due to relocate the image file after adding into project where image was added as a reference instead of a copy.
May be this can fix your issue.
Urughhh. I tried to fix this with all the above solutions, but nothing worked. What finally worked was:
Delete image from your project and select Move to Trash
Clean project
Close and restart XCode
Rename your image filename so something other than the previous name
Add new image to your project
I was facing the same problem, I solve it by deleting folder and create again and past all images then add reference again.
Based on what #hstdt posted above, it made me think I should check that my image is a filetype that doesn't have any bugs related to it. (https://stackoverflow.com/a/44558948/6804257)
I was using a .gif. I got rid of that image and instead used a .png. Now it works.
Had the same issue and none of these answers worked for me. Instead I restarted the mac and iPhone I was working with and then everything started to work fine again. 🤷‍♂️
My case is difference. I have more one assets folder. So I added to the wrong one.
Just remove and add to the right.
In my case,removing and adding the assets folder from the target fixed the issue.
Xib sets a wrong name for folder reference images. For example I have the folder like Menu->icon.png. Xib sets the "icon" name for the image. It should be "Menu/icon". So do no set images in xibs if you use a folder reference images.

how does LaunchScreen.storyboard redirect to Main.storyboard

I'm newbie of iOS developer, and I know that is very simple question but I really can't understand reason.
when I build SingleViewApplication, Xcode auto generate LaunchScreen.storyboard and Main.storyboard,
but I can't find any code like [self.navigationController pushViewController:] which may choose that what view controller enter stack as last one of top-level view,
I only find ViewController.{h,m} as first and see no logic that change view from LaunchScreen.storyboard to Main.storyboard.
could anyone help? thanks..
Main.storyboard file and LaunchScreen is define in your project property.
you can find it by click on project in xcode and then in below target you can find this two name you can choose your own by selecting dropdown given beside label.
and other redirecting to LaunchScreen to Main.storyboard you can refer info.plist file in your project and also AppDelegate.h and AppDelegate.m
Most probably the iOS first looks for LaunchScreen.storyboard file and shows it for some time and when it is done with it, it looks for Main.storyboard.
These names are hardwired in the plist as mentioned by Tejas in his answer and you can change these.
I don't think the the LaunchScreen.storyboard is pushing the Main.storyboard. Everything is managed behind the scenes and you can't change this behavior.
What you can change is the initial View Controller in your Main.storyboard so that it is instantiated immediately after the LaunchScreen.storyboard disappears and the app is fully loaded.

iOS 8: Launch Screen StoryBoard appears black [single XIB file works fine]

So I tried creating a launch storyboard for my iOS 8 app using this tutorial
However, I only get a black screen when I launch my app. A single launch screen.xib file works perfectly, however, when I try to use a storyboard, it doesn't work.
I tried a storyboard with just a single view controller, but it still gives me a black screen, hence I believe the issue is with storyboard files in my setup. Any ideas?
[XCode version 6.4]
EDIT: So I just want to clarify that it is the launch screen that appears black. The main storyboard itself appears correctly when the app has finished loading
Read through the tutorial and tested it, and it doesn't say two things:
1: You'll need to add a UIViewController to your .storyboard file, and then select it as the Initial Controller.
2: If you wish to change more than just the launch screen, you'll have to go to the project settings and set the "Main Interface" to your corresponding .storyboard.
Once that is done, all you need to do is edit the UIButton/Label/etc connections to your ViewController classes.
EDIT:
For clarification, you can set a UIView as the initial controller by selecting it in it's respective storyboard file, then opening the Attributes Inspector. The option for 'Is Initial Controller" is towards the middle.
For people using UIImageView in the launch screen
Make sure that you are using the image name without the extension in the attributes inspector.
So for example, if your image file is named launcher.png, only use launcher as image name.
This will show the image as invalid (?) in the editor but will show correctly when run on device.
(Don't ask me why it works this way. Ask Apple.)
None of the answers have all the steps required, hence this exhaustive solution.
Storyboard
Start by creating the LaunchScreen.storyboard. Xcode > File > New > File... > Storyboard > LaunchScreen.storyboard and add it to all appropriate targets.
In this storyboard, create a single view controller of type UIViewController. Do all the magic your launch screen requires, then follow these steps:
LaunchScreen.storyboard > Show the File inspector > Use as Launch Screen
LaunchScreen.storyboard > View Controller > Show the Attributes inspector > Is Initial View Controller
Project > General > Deployment Info > Main Interface > LaunchScreen
Repeat for [iPhone] and [iPad]
Project > General > App Icons and Launch Images > Launch Screen File > LaunchScreen
If setup properly, your Info.plist should have LaunchScreen .storyboard, without the .storyboard under the UILaunchStoryboardName & UIMainStoryboardFile properties:
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>LaunchScreen</string>
Notes:
This is not incompatible with having legacy images for older devices using Launch Screen File > Assets.
Pay special attention to LaunchScreen.storyboard and Main.storyboard. One is used for launch, the other for your app entry point. They both need to have Is Initial View Controller set.
In the storyboard, which you are using for launching, please make sure that you had selected the option of Is initial view controller for the very single view controller present in it.
I Belive I may have had a similar issue that required something a littel different to the above answers.
I created a new launch screen in a .storyboard file, then after it not appearing I resulted to a new .xib file which still did not appear when the app was launched.
I figured out that some of the images I had on my launch screen had an Outlet Collection to an old .swift file. After removing this from the LaunchScree.xib's the launch screen worked fine.
Notice the litte warning sign in the outlet reference ->
Make sure that you set your entry point and in your general info tap make sure that you have the view set to resize from nib. Also make sure that in your general tab the start up point is set. In the deployment info.
Hope this helps
Spent way too long on this, thanks Apple! I finally discovered that I had to delete the actual UIImageView in my view controller - not just the image - in order to change to a different image. Tried renaming the images, replacing them in all different ways, deleting caches, deleting the app from the device, doing a Clean before building. The original image was gone from everywhere as far as I could see but it would still appear. Finally I added a new UIImageView on top in the view controller and this took a new image. Then I just deleted the old UIImageView and all was fine.
The solution is use the image name without the extension png.
For example, if your image file is named "img.png", only use "img".
This will show the image as invalid (?) in the editor but will show correctly on running.
This happen because the LaunchScreen.storyboard accept only images inside Assets.xcassets and the way to refer the images inside Assets.xcassets is the name of the resource without extension.
I think that use the name without extension is a workaround that work.
I had the black screen instead of my splash after localizing my app. In Localization section of the File inspector of LaunchScreen.storyboard I had only one tick for one localization. So, I added a tick for the second localization and this fixed the issue.
Answers by #SwiftArchitect and others are good, but I kept getting the black launch screen instead of my launch storyboard.
The problem ended up being that my storyboard was losing its connection to my target.
When I created it, I moved it into a different group/directory in the Project navigator, to keep things neat. BIG MISTAKE! That disconnected it from the target... it didn't matter that the group/directory it was now inside of was connected to the target!
You can tell the difference in the dropdown menu located at:
Project > General > App Icons and Launch Images > Launch Screen File
When you open that menu, you should see your storyboard as a choice to click on.
Do not type in your storyboard name manually -- that's a sign that the target membership isn't right.
I am also trying to add a launch screen, and this procedure got it to appear (thank you!), but now the app hangs there, not moving on to Main.storyboard and viewDidLoad. I have this:
Launch screen interface file base name LaunchScreen
Main storyboard file base name LaunchScreen
If I change the second LaunchScreen to Main, I do indeed get to viewDidLoad and the app's main screen, but without LaunchScreen.
Both sim and device do this. What am I missing to get to Main after LaunchScreen?

Could not load the "" image referenced from a nib in the bundle with identifier

when I load my application it shows a warning message that
"Could not load the "" image referenced from a nib in the bundle with
identifier "
I searched and confirmed all my images. But it still shows that warning.
Select your image(s) in Project Navigator.
Open the File Inspector.
Make sure you have the target selected.
I had the same issue when I Refactor to Storyboard. Apparently the Asset catalog does not transfer the image reference. To fix, see below:
You would notice that your ImageViews is empty from reference.
1 - Click on the ImageView
2 Go to the Utilities bar where you would see you asset image is unknown
3 - Change it back to you image asset
This should fix your error. Hope this helps!
There might be many reasons of this error. To fix this issue you can just follow below given step:
Go to product menu of the Xcode, select clean.
If still you are getting the error, then remove the images from your project and again add the images to your project.
while adding image into the project, make sure that you have selected the Project name inside the "Add to targets". And also enable the "Copy items if needed".
Please Refer below image for better understanding:
Just select the image in Xcode and in right side, File inspector, under 'Target Membership' make sure your project is selected.
Another thing you can do is delete and re insert your image and make sure 'Copy items if needed' is selected and 'Add to targets' your project is selected.
Click on the image file in your Xcode navigator.
Once selected, go to the right side bar (of XCODE) which is
utilities and under file inspector, scroll to target membership and
select your project target file.
Then build and run the project again.
Xcode9 beta2 release note:
Jpeg assets in asset catalogs are not found on iOS 10 or earlier for apps built with Xcode 9. APIcalls for accessing the image such as UIImage.imageNamed: return nil. (32524123)
Workaround: Use png resources or limit app testing to devices running iOS 11 or later.
Xcode9 beta3 release note:
Jpeg assets in asset catalogs are found on iOS 10 or earlier for apps built with Xcode 9.(32524123)
For those that are getting this error while developing a cocoapod
I was trying to use an image from my pod's bundle, thats inside a .xcassets file, in the storyboard. It would show fine in the storyboard but when i ran the app it would crash saying it cant find the resource.
I changed my podspec to include s.resources as well as s.resource_bundles
s.resource_bundles = {
'SDKRes' => ['SDK/Assets/*']
}
s.resources = ['SDK/Assets/*.{xcassets}']
Then it was able to load the resource properly from the storyboard
You can try opening your storyboard or nib as Source Code and then "Find" the image name in it, see if it exists but already invalid in your project, probably you have deleted or changed its name, and now it doesn't seem valid.
I have just updated to XCode 9 and it started giving me this issue. I created a new Image Set in the Assets section and added the images I wanted to this, then re-added them to my tab bar images with custom names and it worked fine. Hope this helps!
PROBLEM
This happened to me seemingly out of the blue on a tab bar controller with icons for each tab. The storyboard was still showing my image icons and the assets existed with the expected names.
MY FIX
Select the tab bar icons in their respective view controller and reassign the image like you did the first time.
This happened to me as well. I was doing everything right when adding the image but for some reason it was not working. I had to click on the image again once added, and then on the right toolbar under "Target Membership" I noticed my project was not selected even though I was selecting it when adding the image. I selected it here and everything worked fine.
I got the same error message (in XCode 8), even though the app ran fine (in the simulator and on the device).
I found the problem: In my storyboard, using the document outline pane, I clicked through every single UIImage, and looking at the attributes inspector for each UIImage - in the Image View section - found that one UIImage had a blank file name (instead of the .png file name containing the image). Reselecting the .png file name from the dropdown box fixed the error message.
I have fetching same issue in xcode 9.
just tick on target membership
I pulled my hair out over this issue for hours and none of the solutions in this thread worked. The problem, in the end, was that the Xcode project files were stored on a Google Drive file stream. As soon as I moved it to the local drive or iCloud it worked fine.
My case was a bit different. I was using an old IBDesignable element which had some property of setting an image directly from the storyboard. Since that element was old, hidden and unused the images it had were not present in my assets folder.
Now Xcode won't be able to search this image since it is not in the project anymore. But if you search in the finder, inside your project, you'll find the XIB/Storyboard in which it is mentioned. From there you can find it manually by opening that XIB or Storyboard as source code and search. Once found either replace them with a new image or remove the unused element.
Look into storyboard file you'll see a question mark icon on any of the imageView (as shown in screenshot below) or UIButton image.
Just correct it and the warning will be gone.
Hope this helps
My guess is that you have an image in the Project Setting->Build Phases->Copy Bundle Resources which loses its reference and appears in Red text color. Remove this image from there and re-add.
This happens often due to relocate the image file after adding into project where image was added as a reference instead of a copy.
May be this can fix your issue.
Urughhh. I tried to fix this with all the above solutions, but nothing worked. What finally worked was:
Delete image from your project and select Move to Trash
Clean project
Close and restart XCode
Rename your image filename so something other than the previous name
Add new image to your project
I was facing the same problem, I solve it by deleting folder and create again and past all images then add reference again.
Based on what #hstdt posted above, it made me think I should check that my image is a filetype that doesn't have any bugs related to it. (https://stackoverflow.com/a/44558948/6804257)
I was using a .gif. I got rid of that image and instead used a .png. Now it works.
Had the same issue and none of these answers worked for me. Instead I restarted the mac and iPhone I was working with and then everything started to work fine again. 🤷‍♂️
My case is difference. I have more one assets folder. So I added to the wrong one.
Just remove and add to the right.
In my case,removing and adding the assets folder from the target fixed the issue.
Xib sets a wrong name for folder reference images. For example I have the folder like Menu->icon.png. Xib sets the "icon" name for the image. It should be "Menu/icon". So do no set images in xibs if you use a folder reference images.

Converting Storyboard from iPhone to iPad

I have an iPhone application which has a storyboard. Now I want to provide an iPad application too. So I asked me whether there is a function which helps me convert my iPhone storyboard to an iPad storyboard.
To be specific:
Is there a similar function or is there only the manual way ?
I found out a kind of solution:
Duplicate your iPhone-Storyboard and rename it MainStoryboard_iPad.storyboard
Close Xcode and then open this file any text editor.
Search for targetRuntime="iOS.CocoaTouch"and change it to targetRuntime="iOS.CocoaTouch.iPad"
Change the code in the MainStoryboard_iPad.storyboard from:
<simulatedScreenMetrics key="destination" type="retina4"/> to
<simulatedScreenMetrics key="destination"/>
Now save everything and reopen Xcode. The iPad-Storyboard has the same contents as the iPhone-file but everyting could be disarranged.
This saved me hours - hopefully this will help you
If you had created a universal project, by default empty iPad storyboard would have been created, you just have to select iPhone storyboard select all (Command+A), copy (Command+C) and paste it on iPad storyboard. Make sure to move the entry point from the empty storyboard to newly copied storyboard before compiling.
That didn't quite work for me. I did something a little bit different.
Create a new story board file for the iPad version
Open both the new file and the file i want to copy in textwrangler (text editor)
Copied the xml text from old file to the new file between these xml tags
First Tag <scenes> <!--Contents View Controller-->
Paste Here
End Tags </class> </classes>
That worked for me. I got a new layoutout with all my outlets connected, which alone saved me a few hours.
From reading many threads on stackoverflow i discovered the solution is-
1.Duplicate your iPhone-Storyboard and rename it MainStoryboard_iPad.storyboard
2.right click on the storyboard -> “open as” -> “Source Code”.
3.Search for targetRuntime="iOS.CocoaTouch"and change it to targetRuntime="iOS.CocoaTouch.iPad"
5.Search for <simulatedScreenMetrics key="destination" type="retina4"/> and change it to to <simulatedScreenMetrics key="destination"/>
4.Now save everything and right click on MainStoryboard_iPad.storyboard “open as” ->"IOS StoryBoard"
5. you may also have to change your constraints.
Thats all you have done.
1. Create New Storyboard file with MainStoryboard_iPad.storyboard
2. Copy All the views from MainStoryboard and paste to MainStoryboard_iPad.storyboard
1 - Create your "MainStoryboard_iPad.storyboard";
2 - Right-click on you "MainStoryboard_iPhone.storyboard" and "Open as -> Source Code". Copy everything;
3- Right-click on you "MainStoryboard_iPad.storyboard" and "Open as -> Source Code". Paste everything. Now Search and change:
targetRuntime="iOS.CocoaTouch" to targetRuntime="iOS.CocoaTouch.iPad"
type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" to type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.iPad.XIB"
4 - Save. Now reopen but using the interface builder. You will only have to re-arrange.
This method can be used for .xib files too
This is going the other way, but I was able to do a select all & copy in my iPad storyboard (~35 scenes) and paste it into my iPhone storyboard. The scene sizes were automatically adjusted. I only saw two problems, I had to replace UISplitViewController (since it's only iPad), and the default background became transparent instead of gray (still working on fixing that properly, without manually setting the background for everything).
EDIT: It seems the default background for UITableView in the Attributes inspector is rather strange. I had to manually set the background to "Group Table View Background Color" for grouped table views, and "White Color" for non-grouped table views. It then was displayed as "Default" (I assume since it then matched a hardcoded value). -- Actually, even easier, changing from "Grouped" to "Static" and back seems to reset the default color.
Here's something that saved me hours and might help those of you with Python skills.
I've been building an app for the last two months, focused on just iPad iterating the UX with the team.
Today focused on building out iPhone version, followed the steps above (thanks!) but I didn't want to then have to resize all the ui elements from iPad dimensions in the visual storyboard editor.
So I wrote this little python jig script to scan through the storyboard file for x, y, width, height and scale everything down by by ratio 320./768. Allowed me then to just focus on fine adjustments.
Copy your iPad storyboard into a new file. (e.g. iPhoneStoryboard.storyboard)
Run the script below with the copied storyboard filename as the first parameter.
Will generate output file with suffix _adjusted.storyboard (e.g. iPhoneStoryboard.storyboard_adjusted.storyboard)
Hope it helps...
import re
import sys
import math
afile = sys.argv[1]
scale = 320./768.
number_pattern = '[-0-9]+(.[0-9]+)?'
#width_pattern = 'width="[-0-9]+( ?px)?"'
width_pattern = 'width="[-0-9]+(.[0-9]+)?( ?px)?"'
height_pattern = 'height="[-0-9]+(.[0-9]+)?( ?px)?"'
x_pattern = 'x="[-0-9]+(.[0-9]+)?( ?px)?"'
y_pattern = 'y="[-0-9]+(.[0-9]+)?( ?px)?"'
def replacescaledvalue(scale,pattern,sometext,replacefmt) :
ip = re.search(pattern, sometext, re.IGNORECASE)
if(ip) :
np = re.search(number_pattern,ip.group(0))
if(np) :
val = float(np.group(0))
val = int(math.floor(val*scale))
sval = replacefmt+str(val)+'"'#+'px"'
newtext = re.sub(pattern,sval,sometext)
return newtext
else :
return sometext
fin = open(afile)
fout = open(afile+"_adjusted.storyboard", "wt")
for line in fin:
newline = line
newline = replacescaledvalue(scale,width_pattern,newline,'width="')
newline = replacescaledvalue(scale,height_pattern,newline, 'height="')
newline = replacescaledvalue(scale,x_pattern,newline, 'x="')
newline = replacescaledvalue(scale,y_pattern,newline, 'y="')
# print newline
fout.write( newline )
fin.close()
fout.close()
For Xcode10
Just duplicate Main.storyboard
Then re-name files to Main_iPad.storyboard and Main_iPone.storyboard
Set appropriate names in .plist
4.Just select the proper .storyboard to configure
Go to your Target Summary and change devices to universal,
then go down and set the ipad version to any storyboard you like including a copied and renamed one if you like.
Just as a quick gotcha note to those who may have had my issue with this:
My issue:
The storyboard content copied over nicely to a new board file I added. However, it would not put changes over to my provisioned iPad. Noticing that I had to switch over the designated storyboard for the build target (see image) let the changes show.
I'd post an image if I had the points, but the setting is located in:
Project navigator on the left side source menu, root target of project (center pane) general tab, (second subhead) deployment info, with the iPad button tab selected.
From there, choose your storyboard under "main interface."
Thanks for the post, I hope this mention helps a snag somewhere.
Just for fun, on XCode 5.1 and iOS 7.1 I also needed to change the values of "toolVersion" and "systemVersion" to this:
toolsVersion="5023" systemVersion="13A603"
Without this, the new storyboard file wouldn't compile
Using the XCode6 Size Classes you no longer need to convert the storyboard to iPad.
The same Storyboard can be used for both the iPhone and the iPad, saving you from keeping two files up to date.
The resulting storyboard is compatible with iOS7+.
Read more about this here:
https://developer.apple.com/library/ios/recipes/xcode_help-IB_adaptive_sizes/chapters/AboutAdaptiveSizeDesign.html#//apple_ref/doc/uid/TP40014436-CH6-SW1
Use size classes to enable a storyboard or xib file to work with all available screen sizes. This enables the user interface of your app to work on any iOS device.
This functionality is now built-in. For example, if one changes the project settings in Deployment Info -> Devices from iPhone to Universal, the following dialog will show up:
There is a really simple solution for Xcode versions that support size classes (Tested in Xcode 7 which is the current version at the time of writing). Check the "use size classes" checkbox on a storyboard file (File Inspector), confirm that dialog that appears. Then uncheck that same checkbox - Xcode will ask you if you want to use this storyboard with an iPhone or iPad, and convert the screens in it appropriately. No need to directly edit the storyboard file. For both iPad and iPhone, just copy the same storyboard and configure one for iPad and one for iPhone using the described method.
And Before someone suggest to use size classes - while great, they are less convenient for heavily customized UI, such as games etc
I followed this thread when I was hit with the same issue yesterday. The steps I followed
For Xcode 5.1, I had to do some cleanup of iPhone storyboard like missing reuseIdentifiers of Table cells, provide story board id for every controller, remove unused scenes.
Copy MainStoryboard_iPhone.storyboard to MainStoryboard_iPad.storyboard.
Using vi editor - changed targetRuntime="iOS.CocoaTouch" to targetRuntime="iOS.CocoaTouch.iPad"
Change the code in the MainStoryboard_iPad.storyboard from: <simulatedScreenMetrics key="destination" type="retina4"/> to <simulatedScreenMetrics key="destination"/>
Open the project in Xcode.
Changed the Deployment devices to Universal - Chose the option of NOT copying the iPhone Storyboard.
Xcode will default the Deployment Target to 7.1, took care of the deprecated functions.
To fix the misplaced view error in iPad Storyboard - Changed the Frame Layout for Controllers giving errors.
That was it.. Thanks all for your help..
The easiest and most reliable way to do this is to copy paste from your iPad storyboard.
Create a new storyboard and name it something like MainStoryboard_ipad.
Make your app a Universal app by setting the Devices property to Universal on the Summary page of the Target properties for your project.
Open your iPhone storyboard and select all and copy
Open your iPad storyboard and paste.
You'll have to go about resizing, but it can be faster than recreating the whole storyboard.
A Different Approach
Add an empty-View-Controller with Navigation-Controller in the iPad-Storyboard
Change the Class to the Class of your first ViewController used for iPhone, "fooViewController"
Add the Storyboard-Identifier in the iPhone-Storyboard "fooViewController_storyboard_identifier" for the first ViewController
Go to "fooViewController.m"
Add bool Variable bool nibWasLoadForIpad=false
Go to viewDidLoad-Method
if ( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad && !nibWasLoadForIpad)
{
nibWasLoadForIpad=true;
UIStoryboard* Storyboard_iphone=[UIStoryboard storyboardWithName:#"Main_iPhone" bundle: nil];
fooViewController *controller = [Storyboard_iphone instantiateViewControllerWithIdentifier:#"fooViewController_storyboard_identifier"];
[self.navigationController pushViewController:controller animated:YES];
self.modalPresentationStyle = UIModalPresentationCurrentContext;
}
(ps. Know problem is that the view-backgrounds will be set to white)
You should create a bug report with Apple. You can say it's a duplicate of mine (10167030) which has been open since September 2011. The frustrating thing from my point of view is that the feature existed in Xcode 3...
Thanks for the answers everybody.
I followed the above steps but when I ran the app under the simulator or my iPad it kept on just using the iPhone storyboard.
For some reason, when I changed the target device to be Universal instead of iPhone, Xcode (v5.0) didn't update the app-Info.plist file to include the iPad storyboard, so I had to manually add the following entry (using the plist editor in Xcode):
Main storyboard file base name (iPad) ==> MainStoryboard_iPad
I just change (additionally to the answer from #tharkay):
<device id="ipad9_7" orientation="landscape">
and works great !
I use this in XCode 8.3.3

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