I am trying to debug my flutter iOS project with a real iPhone device which is iPhone 5. My Xcode application is not showing my iPhone 5 in the device list. Can I run my flutter iOS project in my iPhone 5?
Xcode version: 12.3
iPhone 5 version: 10.3.4
Yes, Of course you can run your flutter project in a real IOS device. Check your connection between your iPhone and system which is used by you. If this solution doesn't work then restart your Xcode otherwise restart your system after connect your iPhone with your system a pop-up menu appears in iPhone to ask "Trust this computer" click on trust. And You need to set the deployment target according to your iPhone version. Enjoy ;)
This snippet came out at the transition from 32-bit to 64-bit hardware for iPhones:
The following iOS devices are 64-bit:
iPhone 5s/SE/6/6s/7
iPad Air and iPad Air 2
iPad mini 2, iPad mini 3 and iPad mini 4
Sixth-generation iPod touch
12.9-inch iPad Pro and 9.7-inch iPad Pro
9.7-inch iPad (2017)
https://medium.com/#ClrMobile/why-is-apple-dropping-32-bit-app-support-and-how-will-it-impact-your-app-d2a0b0ab56e0
I recall Flutter needing 64-bit ARM, which would seem to preclude an iPhone 5 according to the above list.
How to disable iPad support for Xamarin.iOS application?
I have iPhone/iPod selected in my Info.plist:
And here is the source:
However, I am still able to run it on iPad Air simulator and my app got rejected because it didn't work well on iPad (it isn't supposed to, though).
What could be the issue?
Please ask me to add any information needed.
You can't fully disable iPad support because every iPhone app will also compatible with 3.5 Inch or iPhone 4/4S support screen resolution means your app run on iPad with iPhone resolution. So if your app is not supported 3.5 Inch then it will reject by Apple. Check This link https://stackoverflow.com/a/28593581/6655153
I have an app designed for the iPhone only as the device family within XCode is set to iPhone. On an iPad Mini running a version prior to iOS 8.2, the app was treated as an iPad app without the (1x)/(2x) button at the bottom. This was causing crashes and confusion for my end users.
The solution is to upgrade to iOS 8.2 or later on the iPad.
This is a more general question. If I am developing an iOS app (or game) and it works fine on the devices I have (ex. iPod 3g, iPhone 4, and iPad 1 + 2), and it works fine on the simulator for devices I don't have (iPhone 3g, iPhone 5, iPad 3), can I trust that everything will work on the real devices exactly the same as the simulators? I've read all around and have experienced differences between the simulators and real devices. But since I get what I expect from the devices I do have and from the simulators that I don't, would it be reasonable to assume that my application would behave properly, if I am absolutely unable to get my hands on the real devices?
For many things, you are probably safe since you have tested on real devices. The iPhone 5 has the bigger screen but the iPhone 5 simulator should be good enough to test that your app works on the bigger display. The real iPhone 5 uses armv7s, not armv7. So it's possible some highly optimized code or timing code could be different. The iPad 3 has the retina screen but this can be tested in the retina iPad simulator. Very few devs have every device with every version of iOS they support. You've done a good job with what you have. I'd be comfortable with what you've done but it really depends on what your app does and how it pushes the OS and the device.
I'd be more concerned with testing your app across all versions of iOS that your app supports. iOS bugs get fixed, there are differences in behaviors from 4.3 to 6.0.
I will second that. We run a lot of apps on different devices, but for example, we don't test on the 4S, but we would test on iOS 4.3, 5.0, 5.0.1, 5.1, and 6.0, as some code is OS dependent. For devices, iPhone 3GS, 4, 5, iPad 1, 3. We leave out iPad 2, and the iPhone 4S. We don't test any iPod Touch at all.
As for your question, it all depends on what your app does, and whether there are any OS specific functions, or device specific features. If not, then you should be fine to rely on the simulator for those you don't have.
I build my app as a universal app. The deployment target is 3.0 and the required device capabilities are accelerometer and opengles-1.
It works on iPhone 3g and upwards, iPod 3/4 and iPad 1/2. But if I want to download it on the Appstore it says "Not compatible". Has anyone an idea?
I use cocos2d 9.9.5 as engine.
It look like the jailbreak is responsible for the problem. It runs on non jailbreaked iPod Touch 2g. Miracle dissolved.