Jan 28

Below are some screenshots of the new iPad simulator. To use it you will need to install the latest Beta SDK that was announced yesterday, along with the announcement of the new iPad.

To get your app to work in the iPad simulator you will need to do a couple of things:

  1. Switch your build to: Simulator 3.2 | Debug
  2. When your app is running in the simulator, select: Hardware / Device / iPad

Universal Applications

The above was just to get you started and see your app running on the iPad in what I call a “boxed” version. Ideally you would want to work towards what Apple refers to as a “universal application” – that is optimized for whichever device it happens to be running on. Though Apple notes that universal binaries won’t be available in the initial seed release of 3.2. See the Beta doc for more info.

Creating a true iPad target

To turn an existing app into a native iPad app, right-click on your target and select: Transition. Then change your target executable to the new iPad version. Note that right-clicking on the iPad target and selecting Build “…-iPad” Start doesn’t work if the wrong target is selected in the IDE dropdown. Your app will still appear as a boxed iPhone app. Once you have it running as a true iPad app, if you hard-coded a few things based on the original iPhones resolution, you’ll have some cleaning up to do.

Just one more thing …

When working on a 17″ MacBook Pro, I found that the simulator crowds the dock on the bottom of the desktop. So you may want to consider moving your dock to the side.


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One Response to “The new iPad Simulator”

  1. Hacking Cocos2D to work with the iPad Says:

    [...] First see my note about converting an existing project to work with The new iPad simulator. [...]

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