Itunes connect Rejection- iPhone only - xcode

I submitted my game to the app store and it got rejected because it didn't comply to iPad sizing, were I specified on iPhone on Xcode.
Yet apple thought otherwise.
Am I missing something? Where else do I specify only iPhone? iTunes Connect?

Check that you have
Scene.scaleMode = .aspectFit
added in the ViewController.swift file.
I had it set to aspectFill and it messed up the iPad view. When I changed it to .aspectFit, it worked great.

You just need to adjust that is is a iPhone only app not a ipodtouch/iPhone. Then you should pass.
In the application's Build Settings change the Targeted Device Family to iPhone, instead of iPhone/iPad or to 1 instead of 1,2.
I added a screenshot but my app is universal so i have both 1,2 set.

Related

Upload iPad ONLY app to iTunes

I have tried the following, but iTunes still wants me to upload iPhone screenshots.
1.) Devicefamily set to 2 info.plist.
2.) General - Targets - Deployment Info - Devices is set to iPad
3.) App Icon checked ONLY for iPad.
4.) All assets being used across project in Assets.xcassets are checked for iPad ONLY.
I have attached screenshots for all four points mentioned above. On iTunes it still wants me to upload screen shots for iPhone.
Please assist, I am having a hard time finding the needle in the haystack.
On the same screen where you have options of Screen Shot Scroll down Select the Build first and upload the SS for iPad only, itunes will detect automatically depending on you build (iPA).

supporting view on different IOS devices.

My app is supposed to run only on Iphone but apple is testing it on Ipad too. Apparently, the apps can run in Iphone mode on Ipads. How do I know which Ipad will run which Iphone mode (ex: ipad mini air2 = iphone 5 view settings in iphone mode?)?
How can I change the size of my UI based on changing aspect ratio programmatically ? (My views are created through code).
The iPad Pro runs an iPhone 6. The iPad 2 and Air 2 run an iPhone 4s.
I don't know if there's official documentation for this, but what I did is create a sample app and set the Devices to iPhone only. Then I added
print(self.view.frame.size) //Swift
NSLog(#"width = %f, height = %f", self.view.frame.size.width,
self.view.frame.size.height); //Obj-C
in the default ViewController. This will print the screen size of the view only, and not the entire iPad's screen. I then compared the printed value to the printed value of the same app run in iPhone 6/4s. You can try it too.
In terms of changing the size of your UI to fit different screen sizes, your best bet is probably AutoLayout. There are many (free, open source) frameworks available that make creating AutoLayout constraints programatically much simpler.
A few are Stevia, Cartography, SnapKit (Swift) / Masonry (Obj-C), or PureLayout.
As you said your app is supposed to run on iPhone only, then do the following process.
Select your project target in Xcode and goto General in which there is one section Deployment Info
Change the Devices to iPhone from dropdown
this will open app on iPhone only.

App only crashes in certain devices ios8

So I recently had my app rejected by Apple. This is what they said:
2.1: Apps that crash will be rejected
----- 2.1 -----
We found that your app crashed on iPad running iOS 8 and iPhone 5s running iOS 8, which is not in compliance with the App Store Review Guidelines.
Your app crashed when we:
tapped on various menu items
If you have difficulty reproducing this issue, please try testing the workflow as described in Testing Workflow with Xcode's Archive feature.
I found it confusing why the app was only crashing on certain devices, especially the iPhone 5s. Since I don't personally own a 5s, I have been using the simulator and cannot recreate the crash. On the iPad retina simulator the app crashes when I press menu buttons and Xcode tells me the offending line is in the viewdidappear method of the view being segued FROM:
if( adBanner != nil )
{
adBanner.removeFromSuperview()
adBanner.delegate = nil
adBanner = nil
}
My questions are: How can I recreate these crashes on the iPhone 5s? How can I possibly fix this bug on the iPad or do I even need to? I assumed you could submit an app optimized to run on only certain iOS devices and that was determined by which devices you submitted screenshots for. Do I need this app to work for iPad or is there a way to just not publish it for iPad?
Mine was not also for ipad, but Apple still tested for that anyway.
I had the same issue. I was reproducing the issue on my ipad 2 when the project options is set to "link all assemblies" on my Xamarin project settings. The issue was not reproduced and the app on my ipad was working fine when I change options to only "link SDK assemblies only." This has been the reason with another app I published.
I'm going to try republishing the app again with that change in setting and hope for the best.
How can I recreate these crashes on the iPhone 5s
An iPhone 5c might reproduce the issue, but your best bet is to use an iPhone 5s. The simulator cannot possibly match behavior of the device when it comes to timing and memory characteristics.
You might be able to use guard malloc or NSZombies to find some issues related to memory mismanagement, so I suggest you try that out in the sim or on devices you own.
Do I need this app to work for iPad or is there a way to just not
publish it for iPad?
You can build an iPhone-only app that will be run in compatibility mode on an iPad, but there's no way to prevent someone from running your iPhone app on an iPad.

google map ios sdk: could not get current user location?

self.mapView.myLocationEnabled = true
println("ml")
println(mapView.myLocation)
I got nil for mapView.myLocation and I'm using an iPod for testing not an emulator.
The iPod's 'location services' is on.
I'm using xcode 6 beta 5 and targeting ios 8.
Enabling location services does not mean you get a location right away. It usually takes a little bit of time to get a location. You need to enable KVO observing on that property to be notified of changes.
The main reason is I need to declare NSLocationWhenInUseUsageDescription in info.plist for ios 8. Then everything else works!

How to limit iTunes App Store "Requirements" listing?

The iTunes AppStore auto generates some listings on its published pages. One of them is "Requirements:" and shows the devices that this app is compatible with. iPod, iPhone or iPad etc.
QUESTION: Where is this REQUIREMENTS listing set during the build process?
I have submitted an app that I 'thought' was properly configured because the Xcode settings for iPhone and NOT iPhone/iPad. But apparently this is either broken or I am totally confused as to where this is set and how its created on the AppStore.
Can someone enlighten me?
If you create an app that is iPod/iPhone only, it will still run on an iPad, just not as an iPad native app. That is to say, an iPhone/iPod-only app will run in an iPhone-sized window on an iPad. I do not think that you can say you want your iPhone app NOT to run on iPad.
When you select iPhone/iPad for your app type in Xcode, that is telling Apple and iTunes that your app binary is a universal app -- built for both platforms.
may be it's done by apple reviewers according to this guidelines limitation
App Store Review Guidelines:
2.10
iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
... or else it will be rejected.
What's the problem? When you start a project you get to choose whether its for iPhone or iPad or both. When you submit it to apple this is also checked against your iOS build version and other things (normally though if there's a conflict it'll let you know before submission - eg: if you haven't included the iPad icons and your app says that its for iPad too).
In XCode4 theres a nice handy interface now that you can use. If you select your project in the left hand pane and click on your main target in the main window you can select the iOS application targets that your app is for.
In your Project settings Version, Device and Deployment Target are where the iTunes Requirements come from. If you choose only iPhone, then your requirements will inlcude iPod touch.
I believe this is the answer you are looking for:
http://developer.apple.com/library/ios/#documentation/iphone/conceptual/iphoneosprogrammingguide/App-RelatedResources/App-RelatedResources.html

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