I am working on a project that requires tap to focus for back-facing cameras. I wanted to compile a list of devices that my app is compatible with. Is there a list somewhere on the web that shows all of the iOS devices that support tap to focus? Here is what I know so far:
Supports Tap to Focus:
iPhone 5: YES
iPhone 4: YES
iPhone 3Gs: YES
iPod Touch 5th Gen: YES
Everything else: NO
Are there any other devices I am missing?
Are there any other devices I am missing?
Recent iPad models have rear cameras that support tap to focus. The "new" iPad introduced in April (or thereabout) has it, as does the even newer version with the Lightning connector. I don't have an iPad mini to check, but I'd be surprised if it doesn't have the same camera.
Update: The iPad mini does indeed support tap to focus according to the specs.
Here is a completed list of devices that have autofocus/tap to focus functionality:
iPhone 3gs, 4, 4s, 5
iPod touch 5th generation
iPad 3 gen and beyond
Related
This question already has an answer here:
How to get iPod Touch simulator in Xcode 6.1
(1 answer)
Closed 6 years ago.
I need to develop an application to run on a recent iPod touch. Xcode does not have iPod as an option for device (only iPhone or iPad). Likewise, there are no simulators for iPod touch. I've read you can just select iPhone as the device and simulator but I am skeptical that will create an app I can deploy to a iPod. I've also read you can use iPod's to test iPhone apps but this is not my scenario. Is writing apps for the iPod touch with Xcode a bad idea?
Yes, you can develop for iPod touch using Xcode, just as you do for iPhone and iPad. (There is in fact no other way to develop apps for iPod touch.)
The differences between an iOS Simulator and any physical iOS device are much more significant than those between an iPhone and an iPod touch. (No simulator configuration has telephony capability, for example.) If you want to target the 5th- and 6th-generation iPod touch screen size when testing in Simulator, just choose the iPhone 5, iPhone 5s, or iPhone SE simulator, as those iPhone models have the same screen size as the last two iPod touch models.
When you choose an app template upon starting a new project in Xcode, the choice it offers you between "iPhone", "iPad", and "Universal" really means "phone form-factor" vs "tablet form-factor" vs "support both". If you choose iPhone or Universal, you'll get template UI layouts that support a phone-sized screen (or rather, various phone-sized screens, including 4-inch for iPhone 5/5s/SE, 4.7-inch for iPhone 6/6s/7, and 5.5-inch for iPhone 6/6s/7 Plus).
I opt in mutli-tasking for my Universal app. for the iPad it's so clear what's feature it gives. and how to test it on simulator.
The problem with the iPhone. Is it supported? What are the provided features? How to test it on simulator?
Edit:
What I mean exactly is the new things introduced for the first time in iOS 9. exactly the split screen, slide over and the picture in picture features.
iPhone and iPod touch users cannot use the multitasking features of iOS 9.
Multitasking is only available on:
iPad Air
iPad Air 2
iPad mini 2
iPad mini 3
Note: Split View is only available on the iPad Air 2
See for more information about multitasking: https://developer.apple.com/library/prerelease/ios/documentation/WindowsViews/Conceptual/AdoptingMultitaskingOniPad/index.html
If you refer to multitasking enhancements in iOS 9, they are available only on iPads.
A table is available on official Apple guide Adopting Multitasking Enhancements on iPad.
I can't find a definitive place that list all the various devices and their versions that IBM Worklight supports. I do not see iPod Touch in the targets in Xcode, but I assume that if iPhone (iOS 5 or 6) is supported and works, then so too should iPod Touch. Does anyone know if it works?
iPod, iPhone, iPad running iOS 5, 6 or 7 are supported.
For a full list, visit:
http://publib.boulder.ibm.com/infocenter/prodguid/v1r0/clarity-reports/report/html/osForProduct?deliverableId=1343665214557
Note that it is the OS that matters, not the specific iDevice.
Creating a Worklight project and application with the iPhone environment essentially means it will also work on an iPod Touch; the only difference is whichever feature exists in one device and not the other, for example - 3G and WiFi in an iPhone versus WiFi or none in an iPod Touch, or making phone calls in an iPhone whereas this is not possible in an iPod Touch, etc...
In the case of Worklight, the lack of 3G or WiFi means that you won't be able to use the Geolocation feature in an iPod Touch, for example. You can follow this logic for any other feature...
What would be the equivalent version of the iPhone simulator for iPod Touch 4G in xcode?
I am trying to simulate an app that I have on the app-store for close to a year now. Recently, a new user complained that the app crashed on its iPod Touch 4G with IOS 6.0.1. I decided to start the debug with the simulator. But I am not sure which version of iPhone simulator I should use for the iPod 4G. Is it iPhone 5?
BTW, it is a pretty simple app which does not use any hardware features that are not available on iPod Touch 2G. We tested the app on iPod Touch 2G at the time of release as a minimum hardware required. It does use NSTimers and the users complain seems to revolve around it.
I appreciate any help.
Thank you.
Best regards,
The equivalent for iPod Touch 4G would be and iPhone Simulator with 3.5 inch screen size and retina display.
When you launch the simulator, in the menu bar select: Hardware -> Device -> iPhone (Retina 3.5 inch)
The version of the iOS may vary and you can change it from the Hardware -> Version menu. To instal simulators with previous iOS versions go to Xcode -> Preferences -> Downloads
As you said, your application is in app store for almost a year. It should work fine in higher iOS version such as 6.0 and above. But I faced same problem for some UI . Which works fine in 5.0 but fails in 6.0. May be some methods are deprecated.
Make sure you get the perfect logs. Try iPhone 6.0 simulator
I am developing iOS app with ZBar SDK for QR-codes scan. Here ZBar SDK creators tell us that
Only the iPhone 3GS and iPhone 4 are supported, as they have a camera
with auto-focus. The ZBar library does not support the iPhone 3G and
is unlikely to ever support it.
So I have added auto-focus-camera key to the Required Device Capabilities section of my plist. All is great, except one thing - iPad 2 & iPod Touch 4th Gen doesn't have auto focus camera, but still are able to use my ZBar SDK code to scan QR-codes. But my auto-focus-camera key doen't allow users with iPad 2 and iPod Touch 4th Gen to download my app from App Store.
In other words I need to find a way to make my app installable via App Store on these devices:
iPhone 3GS.
iPhone 4.
iPhone 4S.
iPad 2.
The New iPad.
iPod Touch 4th Gen.
And on these devices my app should not be available:
iPhone 2G.
iPhone 3G.
iPad.
iPod Touch 3d Gen and
My question is: how to make my app available in App Store for first list devices' user and not available for second list devices' users?
Any help will be appreciated!
PS: I have seen this question on SO, but it doesn't help me much.
PS2: This app has the desired set of available devices.
Requirements: Compatible with iPhone 3GS, iPhone 4, iPhone 4S, iPod
touch (4th generation), iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad (3rd
generation) and iPad Wi-Fi + 4G.
Does anyone know, how they did it?
PS3: At the same time adding both still-camera and auto-focus-camera gives us this:
Requirements: Compatible with iPhone, iPod touch (4th generation),
iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad (3rd generation) and iPad Wi-Fi
+ 4G.
And that is not a great way as long as we have all iPhones as suitable for our app, instead of 3GS, 4 and 4S.
PS4: My app is here and it has such requirements:
Requirements: Compatible with iPhone 3GS, iPhone 4, and iPhone 4S.
Word Lens requires the armv7, opengles-2, and video-camera device capabilities.
I'm not sure that you can do that
Maybe you can do a check in your code and if the device model is not the good one, just pop a new view saying that the model that the user is using can't make work the application ?
You can detect the model with this:
#import <sys/utsname.h>
NSString*
machineName()
{
struct utsname systemInfo;
uname(&systemInfo);
return [NSString stringWithCString:systemInfo.machine
encoding:NSUTF8StringEncoding];
}
and give that:
#"i386" on the simulator
#"iPod1,1" on iPod Touch
#"iPod2,1" on iPod Touch Second Generation
#"iPod3,1" on iPod Touch Third Generation
#"iPod4,1" on iPod Touch Fourth Generation
#"iPhone1,1" on iPhone
#"iPhone1,2" on iPhone 3G
#"iPhone2,1" on iPhone 3GS
#"iPad1,1" on iPad
#"iPad2,1" on iPad 2
#"iPhone3,1" on iPhone 4
#"iPhone4,1" on iPhone 4S
Else you can try sending an e-mail to apple
We need to use video-camera key in Required Device Capabilities section of app's plist.