App for iOS6 shows incorrectly in ios5 - ipad

Im facing a weird problem in iOS 5. My app was build initially for iOS 6 but for client requirements, I need to add support to iOS 5. The app works in iOS >= 6 perfectly. This is an app developed in landscape, I mean, all the screens are in landscape.
Ok, it compiles in iOS5 and I know the issues about the differences for the rotation stuff between ios5 and ios6 but I dont need rotation in this app, Ive faced with that in other apps, the problem is the simulator turn the screen to landscape, right, but instead of showing the app in landscape.....it shows the app in portrait, its like the screen is in landscape, the layout of the view is correct but its loaded in portrait.
Can anyone help me? Thank you very much in advance

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Does iOS11 handle viewport different?

On my iPad Mini I can only install up to iOS 9.3, the website looks fine there and on any other device. But colleagues with a new iPad and iOS 11.0.3 have the website only filling about 60% of the screen (both portrait and landscape mode).
see iPod photo a colleague sent me
I made the website for 100% screen width on all devices and never had a problem, worked fine the last 2 years. I would say the website code is sober, the problem comes from iOS. But since I can only check iOS 9.3 or iOS 11, I do not exactly know at which version of iOS the error exactly started.
I can not find any information whatsoever about where this may come from or other people mentioning such a problem. Does iOS11 handle viewport different?

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.

Can't get AIR app to display in landscape mode in iOS (AS3)

This issue is happening in iOS ONLY, all android and pc versions of the app display in landscape mode fine with no issues
I am trying to get the app to display in landscape mode in iOS OR at the very least be able to orient to landscape mode when the iphone/ipad is tilted to landscape position
However no matter what I try the app will always open in portrait mode
The dimensions are 480x320 and I have tried setting the aspectratio in publish options to landscape, I have even tried
stage.setAspectRatio(StageAspectRatio.LANDSCAPE);
I have also tried adding "aspectRatio> landscape /aspectRatio>" to the XML file
I have been looking for DAYS for a fix on this issue and nothing works
Please some one help!
How are you publishing your app (i.e. FlashCC, FlashBuilder etc) and are you using the latest AIR SDK?
Publishing landscape only iOS apps is definitely possible with AIR so I suspect it's going to be an issue with how your settings currently are.
If you're targeting iPads perhaps try including a landscape default image.
Default-Landscape.png, Default-LandscapeRight.png etc.

iphone apps screen getting clipped on ipad mind

I am using ipad mini with ios 7 for development. I tried to run an iphone only app on it, but screen is getting clipped from sides. I was expecting windowing effect, but this was unexpected.
Please point me if i am missing something or if it is not possible to correctly run iPhone only app ipad mini
In your App code, should modify the split viewcontroller instead of viewcontroller in .xib file. you get answer and can run on ipad

Black second screen on the iOS iPad simulator in landscape mode

I'm trying to get an external screen for an iOS iPad app up and running. Currently I just could test this with the iOS simulator (VGA connection kit is on it's way).
My problem is that when starting the app in landscape (left or right) or portrait upside down the external display remains black. If started in normal portrait mode then everything is fine.
You can test the whole thing with the sample project provided by Apple. It works in 1 of 4 cases (see below) and behaves exactly like my project:
https://developer.apple.com/library/ios/#samplecode/ExternalDisplay/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010724
Steps to reproduce the problem:
Start your iPad 6.0 simulator by hand (not via Xcode, run project).
In the menu bar: Hardware > TV-Out - pick a screen resolution. A second window will appear and act as a second screen.
Turn it via CMD+ArrowLeft/Right to landscape-left/right or portrait upside down.
Now run the project in your iPad 6.0 simulator.
If the application has started (don't worry, this app just was not designed by Apple to rotate its interface correctly) press the button in the navbar.
-> The second screen will remain black.
Same test in protrait mode (will work correctly):
Quit the simulator, repeat steps 1,2,4,5, don't turn the simulator, leave it in normal portrait mode.
-> The second screen will be filled.
Now I wonder why that is. It's not very nice to only have the second screen at hand if the app was started in portrait mode. And it's not very pleasant to develop and test with this problem.
Funny thing is that whenever you start the app in portrait mode it works, but if you start it once in an other orientation it won't work anymore till you restart the simulator.
Maybe you can also tell me if this is also a problem with the real device and a connection kit / airplay.
Concrete questions:
- Is this bahaviour of the simulator normal?
- Did I just forgot something?
- Is this problem just occuring in the simulator and not with running apps on devices connected to a seconds screen?
Thankful for any hint or advice!
Problem has solved itself. With the newest versions of Xcode/iOS Simulator it works as expected now. The code iteself was ok, just the Simulator did not handle everything like it would happen with a real device.

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