Why my iPhone app runs in fullscreen on iPad - ios

I have an iPhone app which works fine on iPhone 5 and 4s, when i run it on iPad2 i am expecting it to run in small window with 2x resolution but instead it runs fullscreen messing up all the layouts, apple has rejected my app and i need a fix.
I have created this app as iPhone only and built on Xcode 6 with ios8.0 sdk,
Please help
thanks

If you set a launch screen for your app, it will be fullscreen on iPad.
In Xcode, select your app target, then select General tab, scroll to App Icons and Launch Images, checkout the Launch Screen File.

Ok so finally deleted the xib file which i was using as launch screen and used the default images instead that solved the issue for me now , app runs in 2x mode on iPad with launch screen.

Related

Running iPhone application on iPad shows a black bar on top of the app

I have see a black bar on top of the iPad app , actually app is designed for iPhone and running in iPad, Not able to reproduce in iPhone and this happens very rare.
Please Help on how to fix this issue
did you create the .xib file for ipad or storyboard? if so the also change your device in the deployment info section from iphone to universal.
You need to create universal application for both iPhone or iPad, currently your application target only iPhone Device.

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.

iPhone app compiled with Xcode 6 on runs as Universal on iPad

I have got an app developed for iPhone family only, and I used to run it on iPad to test how it will look on iPhone 4s (since it launched with iPhone 4s resolution, size, and else '2x' round button for fullscreen support). However, now when I run it on my iPad with iOS 8, Xcode ignores all build settings and runs it as for iPad. My storyboard constraints were not projected for iPad screen.
I have:
Devices option set to iPhone on General tab in project settings
Main storyboard file name and Main storyboard file name are removed from Info-plist
All App Icons and Launch Images for iPad are deleted
In Launch Screen File the option Use Size Classes set to NO, and the assets are generated for iPhone only
Is that a normal behavior? I want to use my iPad as before to test iPhone 4s resolution. I am sure that my app won't become universal because of that, but nevertheless I think this is a problem.
The use of Launch Screen File in iOS 8.0, 8.0.1 and 8.0.2 will make you universal.
This is a know bug and fixed in iOS 8.1, for you only option is to use assets catalog with a launch images.
Or you can add the device modifier in the Launch file name, like <launchNib>~iphone.nib

iPhone-only app isn't iPhone only for some reason [duplicate]

I have got an app developed for iPhone family only, and I used to run it on iPad to test how it will look on iPhone 4s (since it launched with iPhone 4s resolution, size, and else '2x' round button for fullscreen support). However, now when I run it on my iPad with iOS 8, Xcode ignores all build settings and runs it as for iPad. My storyboard constraints were not projected for iPad screen.
I have:
Devices option set to iPhone on General tab in project settings
Main storyboard file name and Main storyboard file name are removed from Info-plist
All App Icons and Launch Images for iPad are deleted
In Launch Screen File the option Use Size Classes set to NO, and the assets are generated for iPhone only
Is that a normal behavior? I want to use my iPad as before to test iPhone 4s resolution. I am sure that my app won't become universal because of that, but nevertheless I think this is a problem.
The use of Launch Screen File in iOS 8.0, 8.0.1 and 8.0.2 will make you universal.
This is a know bug and fixed in iOS 8.1, for you only option is to use assets catalog with a launch images.
Or you can add the device modifier in the Launch file name, like <launchNib>~iphone.nib

App works on iphone ipad simulator but not ipad device: Black screen and then goes out

I've an iPhone app that Works perfectly on iPhone simulator/device.
It runs in iPhone resolution and iPhone 2X resolution (i.e. I didn't add any root viewcontrollers for iPad).
The problem is the application works fine on iPad simulator, but when open in iPad device, the screen goes black then the application exit.
What do you think the cause of this problem?
I just ran into this problem after upgrading an iPhone app to be a universal app. The app worked in the iPhone and iPad simulators, but when I tried running it on my iPhone, I got the same black screen and app exit as you did.
The fix was to make sure that the 'Main Storyboard' was set properly on the Project Targets Summary page for both the iPod/iPhone section and the iPad section. For some reason, my iPod/iPhone Main Storyboard was blank. After fixing it, my app started working.

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