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:
- Switch your build to: Simulator 3.2 | Debug
- 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.
- Default iPad Simulator in Landscape Mode
- iPad Simulator running standard iPhone app – notice 2x option in the lower right corner
- iPad Simulator running standard iPhone app at 2x resolution



January 29th, 2010 at 12:53 pm
[...] First see my note about converting an existing project to work with The new iPad simulator. [...]