I have two questions which i cant find searching.
I'm making a photo app with lots of photos. I'm naming them ~iphone and ~ipad with different res. And want to upload one binary as a universal app. When running the app on my test device the app seems to be installed with all the images, since its 110mb and the images are around that size. Is it different when uploading the binary to the appstore or is it an other way to do it?
Second question is regarding uploading the content to apples servers. Should I have both ~iphone and ~ipad images in one content file or should I upload them separately? If separately, how do I do that?
This should be two questions
1) The binary you upload to Apple will be the same size.
2) If it's to be a universal app then they have to be in one content file.
Related
I have searched for an iOS app internal size but find no exact answer.
I know an iOS app size in app-store could be 2GB. But my question is, is there any limitation on iOS internal app size.
For example, I could download video or images to iPhone through my app. And store it to Db or project's document directory.
So is it possible to use whole iPhone Memory or there is any limitation regarding each application?
There is no limit to how much additional content you can download (other than the storage space, of course). But there are guidelines for where and how to store the data, such as applying the "do not back up" attribute for files that must remain on the device and/or large recreate-able files and store non-recreate-able content in documents.
AS iOS 9 is supporting App slicing feature just by adding needed images to image assets and you will get sliced app when download from appstore.
1) My question is do we need to do extra steps for App slicing feature or by just adding image to image assets it will work on Appstore (not like we are checking bitcode feature at the time of upload)
2) How can i deactivate App slicing feature even if i am using image assets.
1) No. You are right as per apple doc it clearly states here
2) I think we can not disable it.
Trying to answer your comment:
Theoretically:- i think if you some how forget to provide #....x image, still app store process will provide an alternative image to specific device. It may be same as #3x/#2x/#1x (what ever developer have provided ). If developer have provided more than 1 image like #1x and #3x both then #3x will be download to all device except #1x supported device.
Practically:-
Delete #1x or #2x what ever you want from image.xcasset.
Create archive.
Export the app for the target device to get ipa.
Change the .ipa extension to .zip and unpack the archive.
You should be able to see what images are there #1x/#2x/#3x. These
are the images which user will be downloading for his device.
Can I just place my Launch images and App icons in the Images.xcassets without actually having to place them in my supporting files or any other files? Can I just drag from desktop to Images.xcassets so I can save on MB? Does Apple allow that when I submit app to the App store? Sorry this isn't a programming question but I have no idea and don't see Apple guidelines discussing this.
Adding resources to an asset catalog automatically includes them in your project. An asset catalog is basically a folder + some metadata. You do not need to include the images separately. It is worth remembering that 'Supporting Files' isn't an actual folder, but merely a group in the organizer; it's there so you can keep your sidebar a bit more organized.
I'm try to develop "pro" version of an app which is already at store. As far as I understand I need a seperate icon for the pro version. Is it possible to change the icon completely? For example instead of typing "pro", can I change the colours of the icon?
A common question: is there any relationship between two versions of the same app? Or are they completely separate apps?
Thank you
If you want to have different icons, you have to separate both apps, they cannot be the same. You'll have to do 2 separated apps in your case.
Also, remember, you'll want to upload a different Large icon (iTunes Artwork) file to iTunes Connect. Since that image, not the icon file inside the app bundle, is what your potential customers will see.
I am bit confused on how to use the iTunes app icon when getting ready to distribute. I understand it has to be 512 x 512. But the part I don't get is it has to have no extension? I have extracted a couple apps and their iTunesArtwork is a unix executable. In the iTunes icon sample code from their website, for type, it just says Default data. How do I go about adding my iTunesArtwork to my project.
The 512x512 (or better 1024x1024, I think this is a recent requirement as of the new iPad intro) icon file shall be a PNG file.
Don't worry about what you see when extracting the file from a binary. The icon file can be uploaded through the browser and a PNG will just do fine.