Ohh Lady, assume nothing with Apple and iOS!
I spent ages with my native app, the memory requirement grew just a little, and all hell broke loose as the iPads and iPods all came together to make my life a misery
. I ended up just going by the memory requirement, because half the methods I googled had drawbacks or flaws.
Like, getting the iPod Touch to work is a pain, because although it appears to be just a 4S without the phone stuff, it actually has less memory. One technique suggested testing the device to see if it has a camera, to tell if it's an iPhone or iPod, which is obviously redundant now
In the end, I added a special image loading function that would re-size the image if memory was getting short. A big problem with Apple, is always how the heck do you know for sure that your App works unless you see it working on the Apple device - even the xcode simulator won't pickup memory requirement problems.
Anyway, I'm rambling now sorry - hopefully we'll see the commands we need added, hopefully before someone submits an App claiming to work on iPod Touch. I did that, and the negative reviews killed my App stone dead - it can work on 100 different devices, but if you claim it works on a specific Apple device, know that it definitely does, otherwise it's a bloodbath
- Apple users like nothing more than posting negative reviews.
I am the one who knocks...