Different builds for the iphone/ipad for one application in the appstore

I apologize, perhaps such topics have been discussed more than once and I am writing in the wrong section.



I know that there is an adaptive layout, with which you can conveniently create an interface for the iphone and ipad at the same time.



Give advice, please. What to do if the interface and the behavior of the application are very different, ie it is necessary to have a separate application for the iphone and separate for the ipad? Is it possible to load two assemblies in the appstore, each of which will be correspondingly for the iphone or ipad?



Thank you,

If you are asking if an app is mandated to look identical on both iPhone and iPad, know that it is not necessary, and in fact, the dev is expected to approach that issue with one 'Universal' app only, while being encouraged to make the most out of each device's unique features.


It is common for the iPhone and iPad versions of a given app to do the same thing under the hood, while presenting dissimilar UI's based on platform or device.

>What to do if the interface and the behavior of the application are very different, ie it is necessary to have a separate application for the iphone and separate for the ipad? Is it possible to load two assemblies in the appstore, each of which will be correspondingly for the iphone or ipad?


The universal app approach works very well. You can have the two different programs running under one app. The iPad starts with a unique viewController and can use as much or as little of the iPhone code as you wish.

ie it is necessary in one application to have a separate interface for the ipad and accordingly a different code?

if the design and behavior is really different.

Accepted Answer

By necessity, there will be distinct elements, and... case-by-case, shared elements. You decide how alike or different they are.


Think of it as two apps inside one, where Apple has done it's best to do some of the work for you when creating a new project/app.


My suggestion is to move from wrestling with concepts, to actually working with just such an application. Do this by creating a new project in Xcode, selecting an iOS template, such as Master-Detail (choose 'Single View' for the most basic example if you want really simple at this stage). A Universal app will be generated by default. Note the setting in General>Deployment Info>Devices... Universal.


Select main.storyboard, and choose from iPhones and iPads at the bottom of the editor window to see the different 'View as...' screen size choices. Set zoom so you can see the entire contents, then switch back and forth between iPhone and iPad to observe.


The UI will be sparse, but the designs and under-the-hood elements for each should be obviously distinct. Add new UI elements to each and see how they perform differently in the simulators. Notice you can make them as similar or unique as you wish.


Again, when a Universal app isn't used when it should be, App Review may pushback. Making an iPhone-only app first, as an example, then deciding to also support iPad later is a common dev mistake. Your users will thank you when they have both devices and they only need to interact with one app.

Finally, being able to maintain one app instead of two reduces the long term work faced by the dev.

Different builds for the iphone/ipad for one application in the appstore
 
 
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