I am from India, we dont have the iPad 3 launched here yet. I want my apps to support the higher resolution but have no way to test on the 3rd generation iPad.
Any advise how can I ensure that my apps support iPad3 retina display?
If you download the latest version of Xcode from the Mac app store, the simulator now includes the ability to simulate an iPad Retina display - on the simulator menu "Hardware", "Device", "iPad (Retina)".
Note, because the display is so large, you may want to scale down the display of the simulator - on the menu, "Window", "Scale", "25%".
This will enable you to ensure that if you are loading #2X images, they are loading correctly. It will not help you ensure that your animations are smooth - you'll need a real device for that. I tested my app using the simulator and everything seemed fine, but when I got my device realized I had some problems related to the increased resolution.
If you've coded your app in a resolution independent way and have a Retina iPhone, it wouldn't hurt to try running it there as well - it's a very different context, but has some things in common.
Ultimately though, you will only know that your app is properly supporting the iPad Retina display by testing it on a 3rd gen iPad.
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I have an iPad app which is supported on iPad (9.7 inches).
I want to update my app on the app store, but now they have added the support for 12.9 inches iPad Pro as well.
And while uploading the app, I got app submission errors which basically was asking for adding the screenshot for 12.9 inches iPad Pro too.
I have not tested my app on iPad Pro yet and I want to update the App first.
So my question is that Can I choose to pick iPad (regular) as my support Device and not iPad Pro (at-least for now)? If yes, then how?
I can see the setting in Xcode to pick between iPhone/iPad/Universal App, but could not find any way to configure iPad Pro as unsupported Device in Xcode or itunesconnect portal.
Yes it is possible - sort of. But it means that you must use launch images and not a launch screen file. Once you are setup to use launch images, simply don't provide launch images for the iPad Pro.
Your app will still run on the iPad Pro but it will be scaled to fit the larger screen. As far as your app is concerned, it will think it is running on any other iPad.
But honestly, this isn't really a good plan. Take a few minutes and run your app on an iPad Pro (or simulator) and see if it works or not. Take the time to make it work. Your users will be much happier.
The answer is NO, as you mentioned yourself that Xcode allows you to pick between iPhone/iPad/Universal App and that true.
Currently, apple does not allow to discontinue app for the specific device, neither from Xcode settings nor iTunes settings.
I am going to build a new app for iPad Pro (its my main target device), Also i want the iPad Air users be able to run the app as down scaled version.
I can use autolayout to support both the devices, but my design has certain constraints that by using autolayout i can't achieve the exact design.
I want some thing like scaling down from iPad to iPad mini which is done by apple.
Is it possible to scale down using any explicit setup?
I have an app on the App Store and I've made sure several times that iPhone is selected in: App > Target > General > Deployment Info > Devices > iPhone
..rather than Universal or iPad.
It appears every time the app is approved it still says iPad supported, how can I disable iPad support completely since the above "solution" doesn't work?
That is normal, iPhone applications can also run on iPad in a iPhone simulator mode.
This is the description of one application of mine only available for iPhone.
Compatibility: Requires iOS 7.0 or later. Compatible with iPhone,
iPad, and iPod touch. This app is optimized for iPhone 5.
This one just for iPad:
Compatibility: Requires iOS 7.0 or later. Compatible with iPad.
and this Universal (both iphone and ipad, no simulator)
Compatibility: Requires iOS 7.0 or later. Compatible with iPhone,
iPad, and iPod touch. This app is optimized for iPhone 5.
It seems the same, but in the reality there is also a + sign with written:
This app is designed for both iPhone and iPad
Making them "Just for iPhone" doesn't let iPads not use them. Imagine this bit of a crisis: on the first iPad's release, how did apps get on the store, since they were designed for iPhone? Developers had some options:
Make an "HD" or "iPad" version. This involved redoing the entire UI so it would fit on the bigger screen.
Do nothing. The iPad's would get the iPhone version of the app, but they would just be, as you can guess, oversized iPhone apps.
After a couple years, there was another option:
Make a "universal" app. This allowed both UI's, both big and small, retina and 1x scale devices, to be "bundled" together in the same Bundle. (heh, bundle pun.) Puns aside, this allowed for apps like "Facebook" to run on iPad, iPhone 3GS, iPhone 4, iPhone 5, iPhone 6, the future iPhone cheeseburger double-decker 7+, and everything else, without having to remake the entire app.
On the iPad, as mentioned by Andrea, it runs in an "iPhone Simulator" mode. This makes the tiny screen be rendered in the tiny screen scale, and, since iPad is over twice the size of the iPhone, it gave the iPad a "2x" button to zoom it in and make the UI bigger.
It's like an app designed for iPhone 4 running on an iPhone 6 Plus.
The iPhone 4 renders stuff at 960x720 landscape or 720x960 portrait, and iPhone 6 Plus's display is much bigger. To accommodate, it letterboxes the content and scales it up automatically.
so today my app was rejected in the app store because of this:
Reasons
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Considerations:- This app is an iphone-only, meaning that is the only target that I chose in the tiapp.xml.- This app was already accepted once in the appstore, this is an update.- In my code sometimes I use px for imagens and sometimes DP, but I've tried switching all to DP in this screen and had even worse results.
As far as I can see, there are no errors associated with it (that means the app does NOT crash when you run it in iPad simulator) therefore I'm assuming they rejected it because of a layout problem.
Since this is an iphone-only app, iPad should run the app in compatibility mode, meaning that it might scale it up, but respecting the original sizes.
This is a pic of the app running in a retina simulator (with no problems):
And here's a picture of the app running in a retina iPad simulator (though the result is the same in a non-retina):
As you can see, everything's huge and I have no clue why. I'm running ios7.1, Titanium SDK version 3.3.0.GA and it's a alloy app.
Any help is very much appreciated, thanks.
The point 2.10 reference any resources of app. So, if you have not resources, for example, screenshot before load application, your app will be reject. The iPhone apps should have iPad resources, but iPad apps may be independent.
My problem was not the iPad resources or splash screens. Actually, I was using PIXELS instead of DP in many places in my application. This was not a problem for none of the iPhone versions, but was a problem when iPad tried to run the iPhone-only app in compatibility mode. In any case, now there's also the iPhone 6 with different resolutions so one should never use pixels.
I was reading the apple guidelines are there is a point which says
iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Does this mean if my app doesn't work perfectly fine on an iPad, it gets rejected? I'm posting this here as I found many contradicting information regarding this.
It means it has to run, not that it has to be optimized for iPad.
There is a big difference in that. You don't have to create iPad storyboard in order to make app run on an iPad - Xcode lets iPad use the iPhone storyboard and open it as if it was an iPhone. The view is then shrunk into a smaller rectangle.
You are aiming for something like this:
Apple has build Xcode in way that when you build and iphone app, it will also be compatible for iPads with 1x and 2x resolution. So you need not worry about creating a separate storyboard for iPad. Hope you find this helpful. Happy coding !