iPhone OK, but not iPad .. Why? - ipad

My app works fine on iphone and ipod touch, but shows a blank screen when I launch it on ipad.
When I first created the project I chose the option for builing an iphone/ipad application.
But I never really tested on ipad up to now.
Any idea why it is not working on ipad?

After checking and trying a few thing with no success, I finally tried one last which worked.
In the MainWindow_iPad.xib I connected the rootViewController to the top View Controller in my app and it make things work.
I still do not quite understand what is going on though, because this rootViewController is connected to nothing, in the case of MainWindow_iPhone.xib and it works perfectly since the beginning.

Related

Expo Go works fine on iPhone8 Sim. but stuck at splash screen on other simulators or my real iPhone 11

I simply cannot figure out what’s going on here—My app works great in the simulator when it is set to iPhone 8, but if I change to 11, or try to open it in the expo app on my real iPhone, it hangs at the splash screen.
I am loading a few images and fonts with the splash screen, but it works perfectly well in the simulator when it’s set to iPhone 8, and I have no idea why it doesn’t just work equally well on any device size.
Does anyone have any ideas why the behavior would be different?
Edit: update on my findings. I have narrowed the issue down to a check for isClientReady which is a Boolean I create during the Splash Screen loading to check for an existing session and if so, connect to the Stream chat service’s client. When I remove this, then the Splash screen continues to load for the other device sizes, but then it sets up a race condition where the app loads before the user is connected to Stream and I get an error. I may be able to circumvent this by throwing up a spinner wheel once past the loading screen to await the Stream client check, but I wanted to avoid multiple loading states when the app starts and hide it behind the splash screen.
Weirdly, this is not and has never been a problem when using the iPhone 8 simulator, it works perfectly. It seems to be a problem with all other phone sizes, though, and my real iPhone 11.
So the question still remains—does anyone know why the behavior would vary between two different types of simulator? I’m stumped.

App working fine on simulator but shows multiple parse,semantic and arc errors on ipad

I am trying to run my app on ipad. I have already ran it on simulator and it works absolutely fine on on simulator with no error.But when I try to run it on ipad ,it shows multiple parse,arc and semantic errors and I am sure nothing is wrong in code as it used to work fine on devices too earlier but suddenly has started showing error.I have done the following things to resolve it but nothing worked:
1)quit xcode and start again
2)reboot ipad (clicking power button and home button together until apple icon appears)
3)cleaned(cmd+shif+k)
Is there any other way to fix it.Kindly give your suggestions.Thanks in advance.

Xcode Simulator showing black screen after app launces

Today, while working on an app, I went to run the simulator and instead of seeing the normal progression, I see only a blank grey screen. I never see the usual apple loading screen, the home screen, or my app launch. However, I know that the app is launching because print statements in my ViewDidLoad all print. Additionally, if I click in the area where buttons are, they run their functions.
I know that the problem is not a bug in the app, because I went back and ran old apps I have developed in the past and they also show only the grey screen.
I tried resetting content and settings on the simulator, but that did not help. I also played around with the scale of the simulator, but that didn't help either. I tried on the iPhone 5, 6, 6 plus, and others and they all have the same issue.
Anyone have any ideas?
If you have an external monitor, try unplugging it, restarting the simulator, and plugging the monitor back in. Worked for me.
Not sure what happened, but restarting my computer seems to have solved the issue.

Objects showing in iPhone Sim but not iPad sim

Full disclosure: I'm very new to iOS development.
Using Xcode Version 7.2.1, Swift programming language, targeting 9.0
I have a very simple app. Universal. When running in simulator mode it works fine for any iphone chosen in the simulator. Everything shows up where it's supposed to etc.
When running it in iPad simulators, any of them, the only thing showing up is the navigation bar. All objects that are supposed to show up on the screen, are gone.
When debugging, the objects seem to get created alright.
Maybe there's something to be done in AppDelegate?
As I imagine this is a really noob problem I again like to emphasise that I'm grateful for any suggestions you may have.

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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