Is Double Tabbar on Bottom Allowed By Apple [closed] - ios

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We are working on a layout design for our social media area and wondering if a layout like the following would be rejected by Apple ? Is a double Tabbar design on the bottom allowed for a use case as shown ?

Generally - you won't get a definitive answer about what will and will not be approved by Apple. Because it's not something that a definitive answer can be given for. They have guidelines, and apply them as they see fit.
However - in this case I would say no. For the following reasons.
Tab bars are generally supposed to be used as the root view of an application. If you have one embedded with the other, what is the root view.
It takes up a lot of screen space to have two rather than one, it's not like it's a toolbar
It's ugly.

Apple reserves the right to reject any applications that violate their Human Interface Guidelines (HIG). Stacked UITabBars violate the HIG. That being said, this isn't the place to ask. No one here can tell you what a particular reviewer on a particular day will do.

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Is a completely custom keyboard, for my app only, acceptable? [closed]

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I'm working on an iOS app that requires a custom keyboard. I'd like some help in knowing if I am allowed to create a custom keyboard for my app only and if I'm allowed to set a custom height on it as well. I've never worked done anything with creating custom keyboards for my app only, and would appreciate if some guidance were to be provided on how to go by starting this if this concept were to be acceptable by Apple. Thank you for your time.
Totally acceptable inside your app! and there should be no acceptance criteria for that!
You can even make a custom keyboard to use outside your app (I developed two myself), however there are acceptance criteria for that (like having a button to switch to another keyboard).
Hope that helps!

What Does the "Adaptive" in Adaptive Segues Mean? [closed]

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I would like to start with an excerpt from Segue Types: "In iOS, the segues are further divided into segues that adapt to size classes and the older, now deprecated types."
So, adaptive for segues means the same thing as it does for layouts: we can specify a set of segues wherein the segue that is actually used is determined by the size classes that are in effect (the same as we do when we create a set of size class dependent auto layout constraints). Great! However, as far as I have been able to discover, there is no way to actually do that. Can anyone help to clarify this?
New segues adapt to presentation style, not so much to the size classes (although the two go hand-in-hand).
The idea is to help you build a storyboard that targets both iPhones and iPads, with their different styles of presenting data hierarchies arranged as master-detail.
Building a universal application with old-style segues required your app to see if you are in a split view controller (bigger screen) or in a navigation controller (smaller screen), sending a Push or Replace segue based on a situation. New segues let you send a Show or a Show Detail segue, which sense the view controller kind, and do the right thing for your UI style.

Whats the right way to set up view controllers? [closed]

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I'm making a quiz game
You may all find this funny but its the only way I know how to d this!
I've set 35 logos on 35 view controllers, Is that acceptable or will apple not allow it?
Apple wont reject your app but it's bad practice. If you have a quiz game you could just make a view controller for the quiz which has a textview for the question and four buttons for the answers. The text for the buttons and the questions could be saved in a database like core data or in a simple plist file and when the quiz starts you load them from there.
You can find a tutorial for a little quiz app over here: click me
there're many ways to do this.
you should look at UIPageController or UICollectionViewController
if that's not what you need, you can create it yourself, just make an UIViewController with UIImageView property and set its image.

Does changing the opacity of ADBannerView affect its correct functioning? [closed]

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In order to not totally obscure a chunk of my game's screen, I changed the opacity of the ADBannerView to 0.6.
The ads still seem to load perfectly and are easily readable, etc. at least in testing.
When launched, will this cause any functionality problems with the ads?
This question hints at a possible answer, but isn't necessarily backed up with anything conclusive: iAd Banner is not working
I've done some research and have found no evidence in Apple's Docs about ADBannerView opacity causing problems--but can see that messing with ad transparency could make it so the ads themselves don't load because they aren't being used "correctly".

How to make a table/Grid in iOS? [closed]

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I would like to create something like the image below in my iOS app. What is the best way to approach this, note the rows and the columns can vary.
The easiest way I thought of was to insert html table into UIWebView, but not sure if there is a way to intercept radio button clicks like there is for a regular button by making it a "href link"
A little unrelated to what you have as the title of your question, but maybe look at using UISegmentedControl. It's the closest thing to radial buttons that exists in the Objective-C world.
If you went with a segmented control, you no longer need to worry about columns, intercepting touches, and a lot of the other problems you mention in your Question - it could all be done in a normal UITableView. You would have to create some custom UITableViewCell subclasses to get the segmented controls in, but there are a lot of good tutorials (YouTube, Apple Docs, SO) on how to set those up.
From iOS 6+ you could use the UICollectionView class to build up a grid. Managing the values in the data source (representing if a radio is checked or not) is something you'd have to implement yourself.

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