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is there any code difference between ipad and iphone? How can we convert iphone application to ipad application?
Codewise, the main difference is in the very different screen sizes leading to different user interface considerations. But there are a number of differences. For example,
Some classes, such as UIPopoverController and UISplitViewController, are only usable on one type of device.
Some classes behave differently, for example UIActionSheet doesn't come up from the bottom on iPad and doesn't display the cancel button (as cancelling is done by touching anywhere outside the bounds of the sheet).
Some methods don't work right on one or the other device. For example, some of the methods for presenting a UIActionSheet should only be used for iPad, and others should only be used for iPhone.
Some behaviors are only available on one or the other device. For example, UIViewController's modalPresentationStyle is ignored on iPhone.
Most of these are documented, some only show up as warnings in the console when using the "wrong" method, and some you just have to figure out they don't work right. Fortunately, UI_USER_INTERFACE_IDIOM() makes it easy to tell which device your code is running on so you can easily handle these differences.
It is exactly the same except for the dimensions of the screen. There are still some code changes though to enable iPad mode if you are writing a cross compatibile app.
Resource:
http://iphonedevelopment.blogspot.com/2010/04/converting-iphone-apps-to-universal.html
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So I'm currently evaluating using the UISplitViewController, but had accidentally been trying out the iOS 14's version. Aside from the 3 column's displays, I also noticed in XCode there's an option in the Storyboard called Use Separate View Controller for Compact Width's.
I tried this out and it does seem to work pretty flawlessly. However it doesn't appear to be an option in the iOS 13's UISplitViewController.
Is this something can be done through code? I just find it a little jarring with the iOS 13's one when you display it on an iPhone, it shows the Detail page with the back option.
Our iPhone App's main layout is a UITabViewController, we are exploring the UISplitViewController for the iPad version and wanted to make use of it as the main full size iPad's display and then have it be able to fall back to our UITabViewController when it's in a compact width state.
if we want to set it in code behind , we just need to set the style like following
MasterViewController controller = new MasterViewController();
this.SetViewController(controller, UISplitViewControllerColumn.Compact);
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So I'm following a set of tutorials and have come to a point where I have the app working (A simple calculator), but the UI could still be improved.
The current UI works great on phones, but when going up to an iPad, parts of the UI expand as needed, but the buttons stay at quite a small size. I have no constraints keeping the buttons small and the stack that the buttons are in do expand to fill the space.
My project files can be found here:
https://github.com/maza256/retrocalc
An image to explain is found here:
iPhone and iPad Preview image
Any help would be great.
After looking at your project I found one change that you can make. Go to storyboard and select the buttons then click on attribues inspector. Then under control change the alingment options on the far right, which will cause your image to expand to fit the space.
Ipad
Inspector Setting
Sorry that i didn't catch this in my post. But you will need to click on the stack view for the top row of numbers and make sure to make the stack view settings like this.
Buttons are the right size. They are not small and behave as you expect. Try to change background color:
iPad screenshot
The problem is that you have very small images. You have to provide .#2x and .#3x images, so you won't lost quality on iPad.
Image assets
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I have an app made for a iPhone 5 screen and am having trouble making it so that it will look the same on a iPhone 4. I can't seem to figure out how to use both screen sizes without making 2 storyboards because there are about 35 views. Any answer that may help me fix this problem will be greatly appreciated.
Sincerely, Nick
~Beginner at IOS Development
Create the views more dynamic. For instance does a tableview fill up the extra space with rows. Autolayout can help increasing the distance between UIElements for this.
The old (iOS 6) way to disable iPhone 5 was not to submit the iPhone 5 Splashcreen. Afaik this "trick" isnt working anymore.
Best have a look on xcode 5. It can switch the storyboard from 4"to 3.5"on the fly and respects autolayout. Consider it as a great opportunity to get used to autolayout. (You will need it in the next gen of devices it seems)
Edit:
Make sure the top most view does resizing and this resize is passed down to your table/collectionview
If you use Autolayout then just pin the 4 borders of the collection view,
If you dont use autolayout, refer to picture 2 and make sure the autosizing behaves the same. Either way will work.
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Apple introduced storyboard which saves lots of coding time. It seems that it doesn't support iOS4 and below. So is it mature enough to use storyboard for development now? How are other application doing?
Storyboards are only supported in ios5. Mainly because they support segues
I can recommend you using storyboards just because it brings your project screens to something logically bound, so if random developer sees it he can quickly figure out everything.
Coding layouts is time thrown to trash. Your time and time you'll support the project, and time you'll spend trying to find bugs in this code, and time of other people that would be very much demotivated when they see the code for layouts.
In storyboards you are also forced to use MVC, so u'd never create a separate view for anything but tableview cells. (like you can do in XIB)
You should be sure that you have more than 2GB of RAM to use storyboards, because they usually contain more than 5 screens and DO lag on slow computers. The monitor size is also better be big or you'd be forced to scrolling over things all the time.
Yes story board is okay to use. Just set your deployment target above 4.0. If you do that you should be fine.
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Before I begin, I would like to state that I KNOW the Apple Guidelines state that two popovers "should not" be on screen at one time, and that my app will likely get rejected if it do this, but I wanted opinions as to how this might work. Here is my dilemma:
The iPad doesn't have a numerical-only keyboard (it simply displays the normal keyboard). So I made a numerical keypad control in a popover (for elsewhere in the app) for ease of number entry.
I have a several fields in a popover that only allow numbers in them (by way of refusing any non-numerical keyboard input). Unfortunately, this means that now 90% of the keyboard is unresponsive when entering into these fields - and the numbers aren't even in the front "page" of the keyboard!
However, if I make the fields in the popover popup the numerical keyboard, this user interface confusion is eliminated! But it goes against Apple Guidelines for Popovers! (aside: they call them guidelines, yet they enforce them like hard-and-fast rules, right? :/ )
I'm asking opinions on what I should do here: should I go with one option or the other, or is there a third method I could use?
The correct way to create a custom input layout that appears in place of the normal keyboard is described here: http://www.raywenderlich.com/1063/ipad-for-iphone-developers-101-custom-input-view-tutorial
Also, you can get the iPad to show the numbers on the "front page" of the keyboard by settings the text field's keyboardType to UIKeyboardTypeNumbersAndPunctuation.
Why not just place your numberpad in a seperate view and either animate it in and out or make it moveable/dragable?