AppStore: App downloadable only for 3GS and above? - ios

My test unfortunately show that my app runs too slow on an iPhone 3G.
Therefore I decided to support only iPhone 3GS and above.
How can I do this?

Read up on UIRequiredDeviceCapabilities. Namely the armv7 or opengles-2 should filter to 3GS and above.

You might also look at limiting the iOS Version that is required. I believe that a 3G phone cannot upgrade to 4.3. So if you mark it as requiring 4.3 or above you'll limit the phones that can run it.

Related

How to develop iPhone app for iPhone 5 and newer?

We are developing an application, targeting iPhones, starting from 5 and all the newer models.
Recently, I discovered there is no way to say, that app does not support iPhone 4s.
My ideas are:
Just don't think about 4s. Whatever it looks there...
Give a message in application, that it does not work on 4s.
Questions are:
Are there any other options I have?
Is it a risk of not getting into App Store?
iOS 10 will not support the 4s. If you target your app for iOS 10 and later you can skip the 4s.
Aside from that you'll need some hardware feature that the 4s lacks that all subsequent models have, and make your app require that feature.
(I don't think Apple allows you to pick and choose the models you support.)
Build only for iPhone 5+ architecture armv7s & arm64
Might be one solution.
iPhone_architecture image
Thanks
You can do it by using xCode 8, and iOS 10 that not support iPhone 4s.

Iphone version support requirements

My ios app is designed for iphone 5 and up. Will my app still be approved if it does not work on iphone 4s, assuming it would be approved at all?
There is no requirement that your app work on older devices, but you cannot prevent it from being loaded on older devices either - for example, you cannot specify "iPhone 5 or later". You can require a system (i.e. iOS 7).

Performance testing of native iOs apps

I have a native iOS app developed in house which need to be tested for performance. Any suggestions regarding this like the approach, tools that can be used for this etc.
I would disagree with the notion that if iPhone 3GS works it works with everything above. I have done lots of testing across devices and versions of iOS and find bugs all the time that don't manifest on iOS 5 but will on 6 or 7. Bugs that happen on one device but not another because of performance differs in the hardware.
I would suggest that identify who your primary audience is and what devices they are likely to be using. What device/os combinations do you care the most about making a "legendary" experience. Do you want to limit/complicate yourself to supporting an older SDK or simply build against the latest and greatest?
Once you have these questions answered, get a few physical devices if possible for "real" testing, and then use simulator to flush out and iOS version bugs. A good spread might be an iPad 2, iPad Air, iPhone 4, and iPhone 5 or 5s.
Hope this helps.

Do I need to separately test on iPod touch, iPad and iPhone?

I would like to start developing for iOS. Coming from an Android developing background, I know that the more types of devices you can get your hands on, the better testing will be, as all devices have wildly different specs, and what may work perfectly in your test device may not even run in another one, let alone look good.
I know that testing on the actual device is very important, as there are many limitations on what you can test on an emulator, so I've decided to get an actual device.
However, there are also tons of devices available in the iOS world! There's the iPod touch, the iPad and the iPhone, each in several different generations and configurations (8GB version vs 16GB version, WiFi version, 3G version, etc.). Not also the screen sizes, but also the aspect ratio is very different across devices, and also the included sensors.
I think that getting an application to run in varied devices should not be difficult, but is it necessary to actually test on all the device types you plan to support? Apple is not renown for its low price, and I would like to keep the starting costs as low as possible.
So, to conclude: Is it necessary/recommended to test on as many device types as you can in the iOS development world?
A small clarification: I'm specially asking if it is possible for there to be compatibility issues related to a specific device/family-of-devices that I would not be able to catch either by testing on the emulator nor a totally different device.
Generally speaking, the major differences in capabilities between testing on the simulator and testing on a device are:
The simulator does not use exactly the same sandboxing as the device. So, for instance, if your provisioning profile is missing your Passbook credentials, this problem will show up on a physical device but not on the simulator.
The simulator doesn't generally support GPS, multitouch, push notifications, Bluetooth, and some other specific features.
On a non-retina display, the simulator view for an iPhone 5+ or (especially!) a retina iPad will be nigh unusable at 100% because its size will exceed the size of your screen.
There are a few, very rare, crashes that occur only on the simulator and a few that occur only on the device.
The simulator does not always support the earliest iOS versions your app supports. For instance, the current version of Xcode (which you must use if you want to build for the latest iOS version) only has simulators from 5.0+ available.
Certain profiling with Instruments is, as far as I can tell, only available in the Simulator.
Now, in my specific case, I try to test on one of each screen resolution I support and one of each major OS version I support.
This boils down to the following array of test devices:
(480x320) iPhone 3GS running 4.3.3
(1136x640) iPod 5gen running the latest 6.x
(960x640) iPhone 4S running 6.0
(1024x768) iPad 1st gen running 5.0
(2048x1536) iPad 4th gen running the latest 6.x
Note that the iPad mini is the same resolution as the iPad 1st gen.
(My choices are skewed towards later iOS versions since I like to implement integration with all of Apple's snazzy optional features as they roll them out. It would probably be a more balanced assortment if one of the 6.x devices were running 5.1 instead.)
If you don't need to support 4.x, I would personally advise against it, since iTunes Connect no longer collects crash reports for it and the simulator no longer offers it. Of course, only you can decide whether you really need to or not, and if you do, focus a lot of your testing there as Xcode does not warn you if you are using APIs that were only introduced in 5.0, which will crash any device running 4.x.
Please note that there are ways to (with significant preparation) downgrade the version of iOS on a device, so if you really want to test more versions than you have devices for, you can (with a lot of effort). But you're probably better off cultivating a strong pool of beta testers for this, anyway.
Whilst it's obviously great to test on all possible devices, the iOS ecosystem is much tighter than Android, so you can narrow down the field somewhat.
You can start by limiting your target iOS versions. That will anyway cut out a number of older devices. iOS6 share of all iOS devices is now probably around 75% 4 months after release; iOS5+iOS6 upwards of 90%. If you are just now starting to develop for iOS, you could probably just target iOS6.
That means your minimum hardware platform is iPad2 / iphone3GS / ipodTouch4
Total list of devices
iPad: 2 3 4 mini
iPhone: 3GS 4 4S 5
iPod: 4 5
Ten devices.
But you won't need to test them all. You could sensibly narrow it to...
iPad: mini + one of the retina models
iPhone: 3GS + 5
for everyday testing.
Obviously if you do want to be more back-compatible, just replace the lower-end testing model for a lower-spec device (iphone 3, iPad 1).
The difference in storage capacity (8GB vs 16GB for example) will be mostly immaterial.
There are some hardware features you will have to pay special attention to, depending on your project. The obvious one is retina vs non-retina displays. Hardware features for location services is particularly nuanced between models.
Lowendmac have a pretty thorough iphone comparison chart...
I think that getting an application to run in varied devices should
not be difficult, but is it necessary to actually test on all the
device types you plan to support?
That depends a lot of what kind of apps you intend to build. For example, universal apps run on both small- and large-screen devices but may present themselves differently on each, so you'd want to be able to try both. Many apps target iPad specifically, so obviously testing on small devices isn't necessary. iPod Touch and iPhone are very similar, so testing on one or the other is often sufficient.
In short, you don't have to own every version of every device, and you don't probably don't have to test on every single version of iOS that's ever been released. But you do want to get your product tested on as many different devices and operating system versions as you can. So, cultivate a group of beta testers who will help you out by trying your app on their devices. The iOS developer program lets you add up to 100 test devices to your account precisely so that you can get your app tested in lots of different circumstances.
Testing on the iPod touch is generally not worth it.
In the iOS world, there is generally the iPhone/iPod, the iPhone 5/iPod 5th generation, and the iPad.
So, that is a total of 3 screen sizes.
If you plan on targeting more than the latest OS (iOS 6), that is where the complexity of testing comes in. Simply targeting iOS 5, and iOS 6 nearly doubles the amount of targets you need to test for.
I try and keep it simple. I test on my iPhone 5, and my iPad. Both of those run iOS 6. For iOS 5 and the small iPhone, I rely on the simulator.
I develop for both Android and iOS, so I get where this question is coming from. I have the luxury of being able to develop on most of the different iOS devices and I would say that in most cases I would feel comfortable testing on the least advanced device my user will be using. If it runs smooth on a iPOd 3rd gen then it is going to run very smooth on an iPhone 4S, 5, etc. For the different screen height for the iPhone 5, the simulator works very good with laying it out.
Things you will need to consider is if your apps have the option to use certain feature only a phone would have, like making calls. Also if you want to make a iPad or universal app, it would be very handy to have an actual iPad, but the simulator does work very good.

ios versions compatibility

Just saw wiki article "ios version history", which says that ios 5 is compatible with iPhone 3GS and greater devices. Does iPhone 3GS, iPad 1 and 2 really support storyboards and new components of iOS 5? or do they require a software update for being compatible with iOS 5?
ios 5 is compatible with iPhone 3GS and greater devices
Means that users can update these devices to run iOS 5. They have to do the update for you to be able to use story board and other new features. But if they are still running iOS 4 or older versions, you can't.
Don't mix operating system with hardware. iPhone 3GS supports storyboard ONLY if it's running iOS5, otherwise not.
There can be some hardware related differences even if all devices use same iOS version, for example iPad without SIM card cannot make phone calls. Storyboard is not such a thing.

Resources