Developing games in Cocos2d-x is fairly straightforward. Once you get your first executable running, you can’t wait to see your dream turn into reality. And so you keep coding and coding, brushing aside any minor issues which might slow you down.
As you work on your first Cocos2d-x game, you will eventually reach a point where you will start thinking about AppStore submission. Deep inside you will remember all of those skeletons in the closet, the issues you skipped in the name of progress.
At the time they seemed minor but now you are finding out that some may actually result in a submission rejection from Apple. The autorotation is just one of those issues. If you encounter it early, you may just impatiently shove it aside when you don’t find a solution quickly. To make matters worse, for some reason there seems to be very little information about it. Maybe that’s because on the iPhone you may get away with forcing a single device orientation upon the user. But this is definitelly not a good practice. If you are working on a universal app, you are definitelly not so lucky.