Focus on the iPad3 model specifically, excluding the iPad4

I am looking to apply specific CSS that works on iPad 3, but not on iPad 4, or vice versa. Currently, I am able to target both versions by using the following code:

   @media
   only screen and (-webkit-min-device-pixel-ratio: 2),
   only screen and (   min--moz-device-pixel-ratio: 2),
   only screen and (     -o-min-device-pixel-ratio: 2/1),
   only screen and (        min-device-pixel-ratio: 2),
   only screen and (                min-resolution: 192dpi),
   only screen and (                min-resolution: 2dppx) { }

However, I am struggling to find a way to differentiate between iPad 3 and iPad 4. Are there any CSS or JS solutions available for this? Any assistance would be greatly appreciated.

Answer №1

There is no distinct difference between iPad3 and iPad4 when utilizing media queries or user-agents:

  • Media queries provide the same result
  • The User Agent only includes the term iPad, without specifying the version. Other User Agent details pertain to iOS or Safari browser. While iPad3 ships with iOS6, it is upgradeable to newer versions. Safari behavior is tied to the iOS version, making system and browser information imprecise.

Therefore, differentiating between iPad3 and iPad4 is impossible. If you encounter an issue specifically with iPad3, feel free to share it here for assistance.

HOWEVER:

Using the WebView component allows for detection. This can be achieved by examining the systemInfo.machine string in Objective-C:

NSString *machineName = [NSString stringWithCString:systemInfo.machine encoding:NSUTF8StringEncoding];

For iPad3, the machine names are iPad3,1, iPad3,2, and iPad3,3. For iPad4, the machine names are iPad3,4, iPad3,5, and iPad3,6 (reasons unknown).

In the WebView, you can switch to a different CSS file like iPad3.css using WebResourceLoadDelegate, for example.

Answer №2

After extensive testing, it has been discovered that determining any distinction between iPad3 and iPad4 using WebGL and JavaScript is possible despite the limitations of media queries and user-agents.

By utilizing the EXT_texture_filter_anisotropic extension and its MAX_TEXTURE_MAX_ANISOTROPY_EXT object, the maximum available anisotropy value for a texture can be obtained.

Interestingly, iPad3 returns a value of 2, while iPad4 returns 16, indicating a variance in GPU capabilities between the two models.

To witness this in action, check out the demo.

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Anisotropy</title>
</head>

<body>

    <p style="font-size: 100px;" id="anisotropy_val"></p>   

     <canvas id="webGLCanvas" width="400" height="400">
     </canvas>

</body>
<script>

function check_max_anisotropy() {

var canvas = document.getElementById("webGLCanvas");
var gl = canvas.getContext("experimental-webgl");


var ext = (
  gl.getExtension('EXT_texture_filter_anisotropic') ||
  gl.getExtension('MOZ_EXT_texture_filter_anisotropic') ||
  gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic')
);

if (ext){
  var max = gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
}

document.getElementById("anisotropy_val").innerHTML = max;

}

check_max_anisotropy();

</script>
</html>

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