Best approach to keep both iOS6 and iOS7 support? [closed] - ios

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As you know, soon we will have the new iOS7 release, and then we are supposed to adapt our App's to the new flat style.
My question is: does anybody know which is the best practice to have a temporary coexistence of the iOS 6 (skeuomorphic) and the iOS 7 (flat) design?
The best for me would be the possibility of 2 different Storyboards per device-screen-size, and "preprocesor directives" for retrieve the iOS version...
What do you think?
NOTE: I know that if you adapt your app to iOS7 (and you configure it properly), you can run it on iOS6, the problem is that the changes that you will do to adapt to iOS7, would make your app look ugly in iOS6...

We updating our app from Old Type graphics in iOS6.1 to a new style Flat ever in iOS6.1 when the iOS7 Stable is ready we can update the core with functionality but the graphics style is so new see my screen:
Before on iOS6:
After a WWDC on iOS7 we make an update with this style:
The correct question is what you want to do after the iOS7 is Ready? if you want to update your app only for iOS7 or create an update retroactive from iOS6.1 to iOS7 is only your strategy.
Hope my think is good :)

I think that one approach is to rely heavily on
Auto Layout (to deal with different sizes of controls and text)
UIAppearance (to change backgrounds and tints depending on style in a single place depending on the OS version)
Then just check for the availability of new features like UI[REDACTED] and [REDACTED]Kit before using them in your app. (iOS 7 is still under NDA).

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Will apple reject my app if i force light mode on my app? [closed]

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I know i can force my app to always use light mode from this question. But some say apple will reject the app and some say not. So will apple reject my app if i force my app to use light mode?
Please read the docs
Supporting both light and dark appearances is a good practice, but you
might have good reasons to opt out of appearance changes wholly or
partially in your app. Views containing user-created content should
always reflect the user’s choices. Similarly, you might choose a
specific appearance for print-related views so that they reflect what
the user sees on the printed page.
The system assumes that apps linked against the iOS 13 or later SDK
support both light and dark appearances. In iOS, you specify the
specific appearance you want by assigning a specific interface style
to your window, view, or view controller. You can also disable support
for Dark Mode entirely using an Info.plist key.
It's clearly fine to opt out
The only change about apps linked against iOS 13 is that BY DEFAULT they assume you're fine with dark and light mode.
https://developer.apple.com/documentation/appkit/supporting_dark_mode_in_your_interface/choosing_a_specific_interface_style_for_your_ios_app

Using Different Screen Sizes [closed]

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I have an app made for a iPhone 5 screen and am having trouble making it so that it will look the same on a iPhone 4. I can't seem to figure out how to use both screen sizes without making 2 storyboards because there are about 35 views. Any answer that may help me fix this problem will be greatly appreciated.
Sincerely, Nick
~Beginner at IOS Development
Create the views more dynamic. For instance does a tableview fill up the extra space with rows. Autolayout can help increasing the distance between UIElements for this.
The old (iOS 6) way to disable iPhone 5 was not to submit the iPhone 5 Splashcreen. Afaik this "trick" isnt working anymore.
Best have a look on xcode 5. It can switch the storyboard from 4"to 3.5"on the fly and respects autolayout. Consider it as a great opportunity to get used to autolayout. (You will need it in the next gen of devices it seems)
Edit:
Make sure the top most view does resizing and this resize is passed down to your table/collectionview
If you use Autolayout then just pin the 4 borders of the collection view,
If you dont use autolayout, refer to picture 2 and make sure the autosizing behaves the same. Either way will work.

iPhone 4 and iPhone 5 compatible app - Storyboards or Autolayout? [closed]

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I should create an app compatible with the screen sizes of the iPhones 4 and 5. On the web I found some ways to organize my project. The best ways to do it are to:
create two storyboards,call one when screen size is 568 and the other when screen size is 480
use autolayout and have an unique storyboard
I don't know how to use autolayout and I should learn its implementation in my project.
Then in this situation, I want to know by your experience what's the best approach.
I think that first approach is very intricate and slow, with two storyboards you can make mistakes and don't have the same situation in each device.
In my experience I used xib files, and I used two xib file for each viewcontroller, a solution which is very very noisy.
Then, what can you tell me about these approaches?
AutoLayout will make it easier to adjust your UI for both screen size, but even with the old UIViewAutoresizing you will be able to get everything working.
I would suggest that you do not use 2 storyboards or NIB for that mater, because if a some point an other screen size is introduced you need to create a third storyboard/NIBs.
You can even use the UIViewAutoresizing in NIB and in code.
Just set the autoresizing mask correct to grow/shrink with the screen size and you will be good to go.
Well , if you want to make app that run on both iOS 7 and iOS 6, than its better to use Autolayout, because it is easy to use, and also too much flexible.
Because your other options are too much complex and time consuming as well.

Using storyboard for iOS development [closed]

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Apple introduced storyboard which saves lots of coding time. It seems that it doesn't support iOS4 and below. So is it mature enough to use storyboard for development now? How are other application doing?
Storyboards are only supported in ios5. Mainly because they support segues
I can recommend you using storyboards just because it brings your project screens to something logically bound, so if random developer sees it he can quickly figure out everything.
Coding layouts is time thrown to trash. Your time and time you'll support the project, and time you'll spend trying to find bugs in this code, and time of other people that would be very much demotivated when they see the code for layouts.
In storyboards you are also forced to use MVC, so u'd never create a separate view for anything but tableview cells. (like you can do in XIB)
You should be sure that you have more than 2GB of RAM to use storyboards, because they usually contain more than 5 screens and DO lag on slow computers. The monitor size is also better be big or you'd be forced to scrolling over things all the time.
Yes story board is okay to use. Just set your deployment target above 4.0. If you do that you should be fine.

iphone / ipad differences and conversion [closed]

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is there any code difference between ipad and iphone? How can we convert iphone application to ipad application?
Codewise, the main difference is in the very different screen sizes leading to different user interface considerations. But there are a number of differences. For example,
Some classes, such as UIPopoverController and UISplitViewController, are only usable on one type of device.
Some classes behave differently, for example UIActionSheet doesn't come up from the bottom on iPad and doesn't display the cancel button (as cancelling is done by touching anywhere outside the bounds of the sheet).
Some methods don't work right on one or the other device. For example, some of the methods for presenting a UIActionSheet should only be used for iPad, and others should only be used for iPhone.
Some behaviors are only available on one or the other device. For example, UIViewController's modalPresentationStyle is ignored on iPhone.
Most of these are documented, some only show up as warnings in the console when using the "wrong" method, and some you just have to figure out they don't work right. Fortunately, UI_USER_INTERFACE_IDIOM() makes it easy to tell which device your code is running on so you can easily handle these differences.
It is exactly the same except for the dimensions of the screen. There are still some code changes though to enable iPad mode if you are writing a cross compatibile app.
Resource:
http://iphonedevelopment.blogspot.com/2010/04/converting-iphone-apps-to-universal.html

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