iOS 13 UISplitViewController - Compact View Controller [closed] - ios

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So I'm currently evaluating using the UISplitViewController, but had accidentally been trying out the iOS 14's version. Aside from the 3 column's displays, I also noticed in XCode there's an option in the Storyboard called Use Separate View Controller for Compact Width's.
I tried this out and it does seem to work pretty flawlessly. However it doesn't appear to be an option in the iOS 13's UISplitViewController.
Is this something can be done through code? I just find it a little jarring with the iOS 13's one when you display it on an iPhone, it shows the Detail page with the back option.
Our iPhone App's main layout is a UITabViewController, we are exploring the UISplitViewController for the iPad version and wanted to make use of it as the main full size iPad's display and then have it be able to fall back to our UITabViewController when it's in a compact width state.

if we want to set it in code behind , we just need to set the style like following
MasterViewController controller = new MasterViewController();
this.SetViewController(controller, UISplitViewControllerColumn.Compact);

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How create ContextMenu for UICollectionView [closed]

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I am need create feature like in iOS "Photos" system app, when you are have a list of photos and use long press to image, this collection view with images exanded, all background is blurred and has appeared popover menu, how I can create it?
I am can detect long press on collection view and add some view behind, also I am try create blur effect but can't blur all behind particular cell.
This is image of this effect effect inside system app
Your screen shot shows a context menu interaction. Since this feature already exists at framework level, and since a collection view is ready to implement it for you, I suggest you just use it rather than trying to reinvent such a complicated thing for yourself.

Custom animated launch screen using lottie in react native project in xcode for ios only [closed]

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I am using react native iOS app and I want to animate launch screen or splash screen using lottie. what should be the best way to do it.
You cant do animation on launch screen. The best approach for achieving this is by using this small trick:
Place an image on LaunchScreen
Create a view controller and place your animation in it.
Make this view controller as the entry point for your app.
Once the animation in your view controller finishes, navigate to your next view controller.
I am an iOS app developer and this is how most of us do it.
I would suggest looking into this package which contains multiple examples and best practises :
https://github.com/react-native-community/lottie-react-native
The usual way to do this is set the first frame of the lottie animation as your Splash Screen. Then create a custom react native screen as your first screen of your React Native app and place the lottie animation there. Set some delay and then navigate to your respected screen. For lottie animation, use this library:
https://github.com/lottie-react-native/lottie-react-native

Xcode white screen simulator [closed]

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I'm facing a problem when i try to run my app it show for less that a second then switch to a white screen written on it "hello world"
this is a new project i just change the background
iOS apps use a Launch Screen whilst loading the app, then they will load the default view controller/storyboard.
In your case here, your launch screen has a purple background and is only shown for a short time until the app initializes and shows it's first screen.
The "Hello world" page is your initial view controller of your app. You either need to modify this UIViewController or change the starting view controller to another one.

Stacks and Auto-layout across iOS devices [closed]

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So I'm following a set of tutorials and have come to a point where I have the app working (A simple calculator), but the UI could still be improved.
The current UI works great on phones, but when going up to an iPad, parts of the UI expand as needed, but the buttons stay at quite a small size. I have no constraints keeping the buttons small and the stack that the buttons are in do expand to fill the space.
My project files can be found here:
https://github.com/maza256/retrocalc
An image to explain is found here:
iPhone and iPad Preview image
Any help would be great.
After looking at your project I found one change that you can make. Go to storyboard and select the buttons then click on attribues inspector. Then under control change the alingment options on the far right, which will cause your image to expand to fit the space.
Ipad
Inspector Setting
Sorry that i didn't catch this in my post. But you will need to click on the stack view for the top row of numbers and make sure to make the stack view settings like this.
Buttons are the right size. They are not small and behave as you expect. Try to change background color:
iPad screenshot
The problem is that you have very small images. You have to provide .#2x and .#3x images, so you won't lost quality on iPad.
Image assets

iphone / ipad differences and conversion [closed]

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is there any code difference between ipad and iphone? How can we convert iphone application to ipad application?
Codewise, the main difference is in the very different screen sizes leading to different user interface considerations. But there are a number of differences. For example,
Some classes, such as UIPopoverController and UISplitViewController, are only usable on one type of device.
Some classes behave differently, for example UIActionSheet doesn't come up from the bottom on iPad and doesn't display the cancel button (as cancelling is done by touching anywhere outside the bounds of the sheet).
Some methods don't work right on one or the other device. For example, some of the methods for presenting a UIActionSheet should only be used for iPad, and others should only be used for iPhone.
Some behaviors are only available on one or the other device. For example, UIViewController's modalPresentationStyle is ignored on iPhone.
Most of these are documented, some only show up as warnings in the console when using the "wrong" method, and some you just have to figure out they don't work right. Fortunately, UI_USER_INTERFACE_IDIOM() makes it easy to tell which device your code is running on so you can easily handle these differences.
It is exactly the same except for the dimensions of the screen. There are still some code changes though to enable iPad mode if you are writing a cross compatibile app.
Resource:
http://iphonedevelopment.blogspot.com/2010/04/converting-iphone-apps-to-universal.html

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