Flutter/DART: Changing renderObject: RenderView size and display scaling issue - ios

I have downloaded a demo app, which scales fine on my iPhone 12 pro max and fits the whole display. However, on the app I am developing, I cannot for the life of me get my app to scale the whole display.
Here is the a photo of my app which does not take up the full screen.
Here is the devtools window size:
And here is the devtools window size for the demo app, which scales perfectly and fills the whole display:
Notice that the window size is much larger on the demo app. How do I go about changing the size in my app? I tried fitting a constrainedBox, sizeBox, customScrollView but nothing works since it seems to be constrained by the renderObject.
I am new to Flutter, any help is much appreciated.

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iOS how to expand Image View to borders in Launch Screen?

I am 2 days into iOS app development, I am quite new. The very first thing I wanted to implement in my app is a Launch Screen using Storyboards (I heard there are other ways but I found this the easier). I have a vector-based PDF file (image) because I wanted to implement a gradient background without a loss in quality that supports all device resolutions.
I created an Image View in the Interface-Builder (IB) but it does not automatically stretch vertically and horizontally to fill the device length.
I simulate my results on an iPhone 14, only thin white margins appear, but on a large iPad, the majority of the screen is white. It's like as if the the image resolution is fixed across all devices.
No matter what resizing I try, I can't get it to work.
I come from an Android app development background so something like this is very easy to implement (we have fill_parent / match_parent to stress the view to its containing parent view dimensions). Is such a behavior possible on iOS ?
You have to apply constraint on the image in launch screen.

Component styling in react-native not rendering consistently within application

When viewing my react-native application on an iphone 6 or 6s my some of my components render to the screen as different sizes, or are not visible or flicker between these states. See the following image of borderWidth: StyleSheet.hairlineWidth (taken as a screenshot off of my device)
What is the best approach for ensuring that my components' styling renders consistently in my iOS application?
UPDATE:
This issue does not only pertain to borderWidth... I was able to reproduce on my device with a View component, backgroundColor and height:1.
see basic example here: https://rnplay.org/apps/xUYNIQ (issue visible in emulator is the same issue I am having in my application on my iphone6)
This may be a precision loss render issue.
I have crashed into a problem like this.I wrote a function to transform styles for different devices, something strange happened : the bottomBorder become extra bold.
The PixelRatio get the device pixel ratio info, Dimensions get device width and height, but Dimensions.get('window').width * PixelRatio.get() doesn't equal to Apple Device data.
Before I use PixelRatio I change it to parseInt(PixelRatio).it won't make any problem,but on iPhone 6 and 6plus components will be smaller.

iOS Interface Oversized in Xcode Application

I have recently been running into a problem with one of the iOS applications that I'm developing. The problem with this application is that UI elements appear to be oversized. In Xcode the elements could have the same default sizes, but during the simulation process the elements are almost too large to fit on the screen. Has anyone ran into a similar issue and figured out how to resolve it. I have attached pictures below that illustrate the problem more clearly. In one of the pictures below, the keyboard clearly appears to be larger than that in the other picture.
Oversized User Interface
Normal Sized User Interface
Two possibilities
The device has Display Zoom turned on. You can change that in Settings > Display & Brightness > Display Zoom.
You app doesn't have a launch image for that size. Either add a launch image for that screen size or use a launch storyboard/xib. How to enable native resolution for apps on iPhone 6 and 6 Plus?

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In Unity
in Simulator
Try to change Canvas settings like below,
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Launch Screen in Xcode for Swift

I have created a simple Launch Screen for my app using the LaunchScreen.storyboard (in Xcode 7.1.1). It consists of a label containing a title, a UIView (with mode set to 'Aspect Fit') containing an image of the icon (2000 px x 2000 px) and a label at the foot containing a copyright statement (see image below).
Can anyone tell me if this will meet the App Store requirements for a Launch Screen?
Thanks!
There's no problem with your launch screen.
The only thing I'd recommend to change is reduce resolution of your icon - there's no need to icon be so big. It will speed up your app launch time and reduce it's size on device.
Here's link to Launch Screen guidelines, so you can learn more from there.
And here's link to App Store Review Guidelines, they don't mention Launch Screens, but still it's worth reading them before app submission.
Three tips to create a great splash screen for your mobile app:-
1 - Use the right size
From one smartphone to another, the screen resolution can vary a lot.
Let's imagine you have crafted the perfect splash screen for an iPhone 5S. This image should mesure 640 x 1136px. It will look great on the iPhone 5S, 5C and 5, which have the same screen resolution. But what about the iPhone 4 which has a 640 x 960 px screen resolution? Displayed on the iPhone 4S or 4, your splash screen will be distorted.
To make the perfect one, you should create as much splash screens as there are screen resolutions. If your are creating an iPhone app, it's not a big deal since there are few devices.
2 - Keep it simple
The splash screen doesn't last very long. So no need to put a long text on your splash screen. Your users won't have the time to read it. And moreover, that's not the purpose of the splash screen.
Use your brand name, your logo, your motto, or whatever describes you and your app the best. Make a clear composition using those elements, and create one single image, in portrait mode.
If you want to create several sizes for your splash screen, I recommend you focus on the center of the image to put your composition. Leaving the edges of the splash screen free will enable you to crop your image to the different desired sizes.
3 - Tell your users it's loading
The splash screen is a still image. When you see it, it looks like your phone is frozen. Nothing happens. You can't interact with the app. You're stuck. You can only wait for the app to finish loading.
A lot of things can happen in the background when your app is being launched. Your app may need to upload or download data before being ready to be used. Your app launches some processes to boot correctly a new session or restore an old one ... Well, depending on the user's phone processor and/or the bandwidth the phone has access to, the time to boot your app can vary a lot.
To reassure your users, you should mention in your splash screen that your app is loading, and that within a few seconds of patience, your user will be able to use and enjoy your app.
Note:-
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