Re: Xcode offers all simulator targets for iPad-only app
Re: Xcode offers all simulator targets for iPad-only app
- Subject: Re: Xcode offers all simulator targets for iPad-only app
- From: Fritz Anderson <email@hidden>
- Date: Mon, 18 Nov 2013 12:48:22 -0600
On 17 Nov 2013, at 8:05 PM, Rick Mann <email@hidden> wrote:
> It used to be, it would only offer targets that you declared in the project settings (that is iPad device family meant only the iPad simulator was offered). Has this changed in Xc5, or is something corrupted in my project?
>
> It seems to launch my app in the iPhone simulator, even though there's no iPhone-specific storyboard. It does, however, fail to render anything (autolayout constraint exceptions thrown).
I'd think the determinant would be the device family as set in the Deployment Info > Devices popup in the Info tab of the Target editor. (Sets Info.plist > UIDeviceFamily, number 1/2 if iPhone/iPad only, array of both if both; Apple warns not to set it yourself, and Xcode doesn't expose it in its editors.)
Have you checked that?
The issue of an iPhone-specific storyboard is a red herring. In principle, your autolayout could be so crafty that the same storyboard could serve both platforms; it's not necessarily a smell for the build system, or even the OS.
Doing the experiment, the build system does build an iPad project that promises both platforms but lacks iPhone-specific resources. Xcode will launch it in the iPhone Simulator, falling back on the iPad resources, and if it doesn't work, that's your problem. It does warn that iPhone icons and launch images are absent, but it doesn't balk.
— F
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