So what’s different about developing for the iPad? Well, to begin with, not a lot. We use all the same techniques we’ve done so far. View controllers, delegation, storyboards, actions, outlets, we have the same lifecycle events. We still work with the idea of one application at a time. That takes up the full screen. Everything we’ve done so far will work on the iPad, with very little alteration, just mainly awareness and respect for the screen size. Which is 1024 by 768 for a standard resolution and double that for Retina. As you’ve no doubt seen, when you’re creating an iOS app development you can choose between iPhone and iPad, that’s an option for all of them.
And now create an iPad size storyboard for you to use. Now some of the project types we have already explored. Like the master-detail and the utility, application are implemented slightly differently. The utility app on an iPhone, for example, does that horizontal flip back and forth between the 2 view controllers. Well, this would be overkill, too big and too clunky on the iPad screen. so on an iPad, it uses a new interface element called a pop-over to show that flip sign view, but everything else is exactly the same. And the master-detail application uses something new called a split-view controller that only exists for the iPad.
So we have a couple of new user interface elements which we’ll see shortly, that isn’t available on the iPhone. Now, of course, you don’t have to do anything for the iPad. If you do have an iPhone application that has not been specifically changed to deal with the iPad it will still run on the iPad in compatibility mode. Like this simple photo viewer application, we created earlier, if I change the hardware here in the simulator to the iPad as a device. We’ll still be able to run that.
I need to reduce the scale here just because I don’t have a lot of room. So now on the iPad simulator, I can open up and it will work fine, it works acceptably, it’s less than ideal, it won’t fill the iPad screen because the aspect ratio is different between the iPhone and the iPad. And things that work fine on the iPhone like regular table views that I’m looking at here are usable but they’re certainly clunky and way too big. Things just aren’t taking advantage of the larger screen size. Now the other downside is when someone with an iPad is browsing in the app store they will see iPhone only applications in a different section that is deprioritized over iPad apps or universal apps.
So comparability mode is not an iPad support technique. It’s the lack of iPad support. That’s what happens when you do nothing. So your choices are that you can create two totally different projects. One for the iPhone and one for the and there then would be two totally independent entries in the app store. or you can create a universal application. That’s one choice in the app store that would adjust itself according to the devices running on to using different storyboards for each device, meaning you can share some of the view controller code, and certainly share your model classes.
Now one important piece that you should know is unlike the iPhone, Apple does recommend on the iPad that all orientations are supported, that you use you Should be able to use your app holding the iPad in any way they want. Now, sure some applications may only really work in just portrait or just landscape mode but if possible you should support both portrait and landscape and even create separate launch images for someone starting the app in either mode. Now if you’re developing on the iPhone, although multiple orientations are certainly supported, it is very common for an app to only work in one mode, portrait or landscape.
And there is an orientation on the iPhone that’s actively discouraged, which is upside down. Hardware-wise, the iPhone can handle upside down portrait orientation just fine. The problem is if the user was using your app upside down, and the phone rings, they might end up trying to answer the phone upside down. That’s not really an issue with the iPad, so all orientation should be supported. But as the user interfaces for the iPad contains those obvious changes, things like split view and pop over, the things we all naturally encounter in the first few minutes of our iPad development.
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