iPhone/iPod Touch OS Statistics
I've searched everywhere, but I can't find a chart or any information on the percentage of iPhone/iPod devices running 1.x, 2.x, 3.x, ect. Does anyone know of any information on this?
Basically I have all kinds of goodies planned for GL Golf on the iPhone, but I'm not sure when to release a version that requires 3.0. I should be able to make some extra money with in app purchasing, but I'll definitely lose money from 2.x users that can't buy the game. I'm thinking when ~70% of the user base has 3.0 I'd be comfortable submitting to iTune Connect.
Does anyone else have an opinion on this? I'm sure several of you have the same dilemma.
Basically I have all kinds of goodies planned for GL Golf on the iPhone, but I'm not sure when to release a version that requires 3.0. I should be able to make some extra money with in app purchasing, but I'll definitely lose money from 2.x users that can't buy the game. I'm thinking when ~70% of the user base has 3.0 I'd be comfortable submitting to iTune Connect.
Does anyone else have an opinion on this? I'm sure several of you have the same dilemma.
Illuminations and my current project that'll be finished up soon will be using 2.x-only features at 3.0 launch. I'm going to slowly work in 3.0-only features like StoreKit and improved graphics on 3GS until I require 3.0 in 3-6 months.
I haven't done full testing yet, but you can build against the 3.0 SDK and target 2.0/1/2. Worked fine for 2.x on devices, and works fine for 3.0 and 2.x in the simulator. Just haven't gotten a chance yet to test a 3.0 app on a 2.0 device.
Build settings:
iPhone OS Deployment Target: iPhone OS 2.2 (or whatever)
Base SDK: iPhone Device 3.0
Then you can check for a system version in code, and have two different paths for different versions.
There's other ways to do version testing (respondsToSelector:, etc), so if anyone else has a better/different way...
I haven't done full testing yet, but you can build against the 3.0 SDK and target 2.0/1/2. Worked fine for 2.x on devices, and works fine for 3.0 and 2.x in the simulator. Just haven't gotten a chance yet to test a 3.0 app on a 2.0 device.
Build settings:
iPhone OS Deployment Target: iPhone OS 2.2 (or whatever)
Base SDK: iPhone Device 3.0
Then you can check for a system version in code, and have two different paths for different versions.
Code:
NSString *version21 = @"2.1";
NSString *version21 = @"3.0";
NSString *sysVersion;
sysVersion = [[UIDevice currentDevice] systemVersion];
if ([[sysVersion substringToIndex:3] isEqualToString:version21])
{
// Do whatever
}
else if ([[sysVersion substringToIndex:3] isEqualToString:version30])
{
// Do whatever with 3.0 style!
}There's other ways to do version testing (respondsToSelector:, etc), so if anyone else has a better/different way...
That's great news, I figured there might be some solution like that. I just got my mac project setup for three different binaries, I finally have a grip on most aspects of XCode now.
I'll give the code a try sometime in the next week, I've been way more busy at WWDC than I expected!
I'll give the code a try sometime in the next week, I've been way more busy at WWDC than I expected!
Relating to targeting different devices (in addition to the OS version) kodex provided a solution for getting the device model in this thread. Once someone gets their hands on an iPhone 3GS it would be great top know what string [[UIDevice currentDevice] model] returns.
Just a follow up, if you do this you will need to weak link the new frameworks. Here is Apples documentation - http://developer.apple.com/documentation...nking.html
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