universal-binary

convert ipad app to run on iphone (universal app)

核能气质少年 提交于 2019-12-03 12:02:25
I have a working iPad app which I now need to make work on iPhone. I've been reading around a fair bit on this, but haven't found a good answer. On this site, I saw some discussion... but again, no definite answers. Does anyone know of any tutorials? I have captured in my code whether it's an ipad or not - so it's all ready - I just need to actually get it on my iphone to test! Thanks for any info actualy you just have to change TARGETED_DEVICE_FAMILY in project settings to run app on bouth devices. Everything else is just alot of if's :) 来源: https://stackoverflow.com/questions/3773296/convert

iOS: Universal App - Release as iPhone only

喜夏-厌秋 提交于 2019-12-03 04:47:18
A customer is interested in releasing a universal app. However, the first release will contain only the iPhone version, the second release will contain both versions. I found a few links where ppl figured out how to make this work in the simulation environment. However, i could not find claims about apps that finally were released to the AppStore successfully. I need verification of this. Do you have links of people claiming to have universal apps released for iphone only or did you do it yourself? It's not possible to only release the iPhone version via iTunes Connect, but you can set the

How should I approach building a Universal iOS app that will include iOS 4 features, even though the iPad doesn't yet run iOS 4?

大兔子大兔子 提交于 2019-12-03 03:20:13
问题 I'd like build a game for both the iPhone and iPad. As such, it would make sense to start this project from scratch as a universal app. However, iPhone and iPad currently run two different versions of the iOS since iOS 4 isn't available for the iPad yet. There are two iOS 4 features (GameCenter and iAd) that I would like to support in my game. In this case, is it a bad idea to create this project as a universal app? If not, what are some thoughts I should take into consideration as I'm

Unable to link ppc after upgrading to XCode 4

无人久伴 提交于 2019-12-03 03:14:55
I followed these instructions on how to get the 10.4 SDK working with PPC after upgrading to XCode 4. I am able to compile, but it errors out at link time. As an added wrinkle, I'm not using XCode per se, but the gcc toolchain that comes with it. (This is part of a large cross-platform project that uses makefiles.) Here's a sample makefile: CXX=g++-4.0 CXXFLAGS=-arch i386 -arch ppc -isysroot /Developer/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4 helloworld: helloworld.o $(CXX) $^ -o $@ $(CXXFLAGS) with a helloworld.cpp: #include <stdio.h> int main(void) { printf("hello world \n"); return 0;

Building/Testing a Universal iPhone/iPad application

江枫思渺然 提交于 2019-12-03 02:29:00
问题 I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that

How should I approach building a Universal iOS app that will include iOS 4 features, even though the iPad doesn't yet run iOS 4?

心已入冬 提交于 2019-12-02 16:52:16
I'd like build a game for both the iPhone and iPad. As such, it would make sense to start this project from scratch as a universal app. However, iPhone and iPad currently run two different versions of the iOS since iOS 4 isn't available for the iPad yet. There are two iOS 4 features (GameCenter and iAd) that I would like to support in my game. In this case, is it a bad idea to create this project as a universal app? If not, what are some thoughts I should take into consideration as I'm building a universal app that supports two different versions of the iOS? Is it somewhat safe to bet on Apple

Building/Testing a Universal iPhone/iPad application

拟墨画扇 提交于 2019-12-02 16:01:24
I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that includes iPad('1,2') requires building with the 3.2 or later SDK" . However, if I build with SDK 3.2,

Windows 8 fat binary (exe for x86 & ARM)

為{幸葍}努か 提交于 2019-12-01 16:06:51
Does anyone (here) know if Windows 8 will have a sort of fat exe that one can compile with Visual Studio 2012 that will be supported on both ARM and x86 machines? I am guessing not, since you can't create fat binaries that will execute 32 or 64 bit code so far as I am aware (only solution available that I am aware of is 32 bit that creates a 64 bit executable on the fly). It seems like it would be helpful of Microsoft to extend exe or create a fat binary format for Windows 8 and beyond at least that would allow one to compile a single executable for Window's expanding palette of platforms.

How to keep iPhone app out of iPad store?

一世执手 提交于 2019-12-01 11:34:29
I have an iPhone app that I have started to turn into a universal app, however the process is not complete and I want to release an update to the iPhone version. I know that you can specify device capabilities in the Info.plist file to restrict your app to certain devices, but how can I do this to prevent the unfinished universal version from appearing in the iPad store? Is checking the LSRequiresiPhoneOS BOOL entry (in the Info.plist file) enough? Thanks! progrmr You could use the UIRequiredDeviceCapabilities and specify that you require "telephony" in your info.plist. That would keep it off

iPod Touch 4G thinks it's an iPad

风流意气都作罢 提交于 2019-12-01 05:15:39
问题 I have a universal app built that runs and works perfectly on an iPad, iPhone 4G, 3GS & 3G, but when run on an iPod Touch 4G it won't run properly. I don't have a iPod Touch to test, but I have been told by a beta tester that it installs on the device fine, but when run it shows the Default.png from the iPad version of the app squashed into the screen when launched, then just goes black from there. When the app is force quit (using the app switcher) and re-launched it does the same thing