I have got rather general question about making Adaptive Layout in iOS App.
When creating new project in Xcode you have ability to choose with which screen size you can start working:
I have noticed that if you place a square UIView on iPhone SE screen and then connect Leading, Trailing, Top and Bottom constraints - this view displays correctly on every other screen. But if you perform same actions on iPhone X, then this same shape would be corrupted on smaller screens.
So, my questions are:
Which iPhone screen size to choose, when starting making iOS app in
order not to face headaches with constraints on other screens and to
make pixel perfect UI?
If I receive design prepared for iPhone X screen, can I prepare it
firstly for iPhone SE screen and will it be displayed correctly on
bigger screens in this case?
What are screen sizes you use in your projects most frequently?
Actually there is no difference in choosing which 1 , what you need is to make your thoughts when making constraints to be generic , and that means every static width/height will appear similar in all devices , and every proportional 1 will look according to the device size , personally i like to use iphone 5 ( please forget about iphone 4 or you'll have to make the main view a scrollview because of the very small height of that device ) , also you can toggle the device to see how the constraints you set ( in the choosen 1 ) are look in the other device
You don't need to 'choose' a size. This is just a display setting and you can change it at any time to preview your layout on different devices.
You need to make your constrains in a logical way that will naturally adapt when change screen sizes.
Related
I'm new to ios(android dev). I'm using storyboard, and autolayout.
To optimize application for tablet, i used sizes in storyboard regular width regular height.
I want to align ui items on ipad different than on iphone mode. For example, i have a table of textfields that occupy full width on iphone. On ipad i want to place two or three textfields in one cell. How can i make different ui implemetation for ipad, so the logic shoudl stay the same.
I watched https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LayoutandAppearance.html#//apple_ref/doc/uid/TP40006556-CH54-SW1
But there is no answer there.
Jenya Kirmiza,
Size Class is what you want :) Size classes were introduced with iOS8 in order to avoid the multiple storyboards for universal applications and yet provide an easy way for the developer to design differrent UI for differrent Devices :)
I expect you to know SizeClasses, In case you are not aware each device in its various orientation falls to one of the sizeClass defined by Apple.
One thing important to note here is that iPad in its both the orientation falls to Regular x Regular size class
Where as all iPhones other than iphone 6S and iphone 6s + will fall to
Copact Width x Regular Height - Portrait mode
Compact Width X Compact Height - Landscape Mode
Iphone 6s and 6s + falls to
Copact Width x Regular Height - Portrait mode
Regular Width X Compact Height - Landscape Mode
Now that you are equipted with the information of all size classes lets nail this issue down. When you open the story board at the center of the screen there is option to decide the size class :)
So go ahead open up your story board when you see it by default will be in wAny wAny mode What it means is whatever the components you add and add the constraint to it will be applicable to all the sizeclasses irrespectively.
Hence you see the textField added at the center of the screen appears center in all the devices may it be iPhone ot iPad.
For explaining Ill add two text fields named Firstname and LastName :)
Lets start adding textFields and constraints to them in storyboard keeping wAny wAny mode.
Now I have added two textFields one below the other covering the whole width of the screen in any any mode :) This will work fine for me in all iPhone devices :)
But I want to allign them side by side in iPad. Now we know that iPad belongs to Regular x Regular sizee class in both the orientation :)
So Simply change the size class in storyBoard
Now when you see you will see two textfields added one below the other already :)
Now select those textfields we want to align them differently isnt it :) So will have to remove the constraints already added to them :)
Now move them place next to each other add constraints properly :)
Thats it now run on iPhone and iPad :) You will textFields one below each other in iPhone and one next to other in iPad :)
iPhone Output :
iPad output :
Hope this helps :)
I'm using xcode 6.1.1 version and iPhone 6 plus as testing device. I simply add a button at the right side of my xcode user interface, selecting Simulated Metrics size for iPhone 5.5-inch like this :
But when I run this on device the button goes far away from the right edge. Like this (Snap shoot from my device):
But when I select Simulated Metrics size for iPhone 4.7-inch like this :
It shows accurately in my device. Like this (Snap shoot from my device):
I tried with selecting and un selecting Auto Layout & Size Classes but do not get any clue. My device is 5.5 inch iPhone 6 plus. I even recheck it from my iPhone's packet and by IMEI Number. My question is why it is acting like iPhone 6 interface?? Is it for any reason of retina display or non retina display??
Thanks a lot in advanced.
My button's Constraints:
Select the button/ view you want. Then simply use the shortcut ⌥⇧⌘=. This will Reset to Suggested Constraints.
For this to work successfully, try moving your button to the suggested areas, i.e. move the button/ view to the top right corner like you have till the dotted blue lines appear.
Once done it should show what you expect on the interface builder but to be sure test on the simulator and/ or Device.
You need to add the proper constraints. Using simulated metrics is only for setting things up in IB, it has no effect on what the view looks like at run time. You should leave that setting at inferred.
If you don't add constraints yourself, the system adds them for you, and it adds top, left, height, and width constraints; that is not what you want. You need to add constraints to the top and right side. If you do that, the button will appear with that spacing to the right side, no matter what size screen you're using.
I think you should use constraints to solve the problem but i don't know the exact cause of this
Ctrl + drag from the item to the border in the storyboard to add constraints
I am wanting to create a button that changes its size based on the device (Ex: 1:2 aspect ratio) in a Universal Storyboard. For example, the button would be much bigger on the iPad that it would on an iPhone. The problem I am running into is that it seems like I am unable to add the constraints needed to the button in order to make this happen. The problem is that the margins on each device are different which ends up not letting the aspect ratio solution work. Is this possible to do or I am going to have to do this separately for each device using different size classes instead of just the universal class that works for every device?
I've been working on a specific app for a while now and everything was good. But upon all this news of the iPhone 6 and the new Xcode, everything has just become confusing. Using Auto layout and designing for the iPhone have just become the most complicated thing to do. Every time I add constraints my images just triple in size. When all I want is to resize them to fit rationally across all the iPhone platforms(In portrait mode). For example I would like for certain images to grow as I work From the iPhone 5 to the 6+. Does any one know how to do this?
What do you mean triple in size?
Easiest way to have an image view scale is do the following:
Add it as a subview to the view of your view controller
Pin it at the top, left and right, leaving height unconstrained
Add an aspect ratio constraint, so that it can automatically calculate its height based on the width it gets
I am using Xcode 4.5 and iPhone 4 and 5 simulator, and the Interface Builder would add a UIButton in the top half of the screen with a top constraint, and add a UIButton in the bottom half of the screen with a bottom constraint.
It works fine on an iPhone 5 simulator, but on the iPhone 4 simulator, the buttons can overlap, or the bottom button may even get positioned above the top button.
I think it is due to the constraint, such as the bottom button "must be 250 points away from the bottom margin". I can't delete the constraint, and if I change it to "250 points or less", it won't work, if I change it to "250 points or more", it won't work either.
Is there a way to:
1) Make it have no constraint, but just position at absolute x and y? (or what about the spring in the past, so that everything is more spaced out in iPhone 5?)
2) Make the NIB into a one for iPhone 4 and 4S only, so that the app works well on iPhone 4 and 4S and just "black barred" on the iPhone 5.
3) Make it work well on iPhone 5 and work well on iPhone 4 as well?
If you know solutions to only (1), (2), or (3), above, please give it regardless, as it is still a viable solution for the transition period.
It is actually very easy to reproduce: Create a simple Single View app using Xcode 4.5, and drag one button just above the center point of the screen, and another one just below the center point of the screen. Then run it on the Simulator. On iPhone 5, it is:
And now stop the app, and change the Device in the Simulator to iPhone 4S (3.5 inch Retina). If you don't stop the app first, the Simulator can crash. Now run the app again, and the buttons will overlap:
I had the same problem, and it was due to a wrong settings for autosizing. To change the autosizing, click on the control in the interface builder, go to the size inspector.
Notice the bold red I's in the autosizing grid, they control placement when the screen is resized (like when going from iPhone 3GS to iPhone 5.
I think it will work best for you if you make your autosizing look like this:
I'm not sure, since I haven't used constraint-based layout (and won't until we drop support for iOS 5). Traditional NIB-based autoresizing will do absolute coordinates.
You can't do that for just one screen, as far as I know — you can disable it for your whole app by removing Default-568h#2x.png.
I'd go for programmatic layout, or if you want the easy way (which will be a pain to maintain), different nibs for different screen sizes. Note that you'll want to correctly handle the in-call status bar too...
EDIT: Put the two buttons in a container view and make the constraint center the container inside its parent? It won't adjust the spacing between buttons, but should look okay on both devices.
Select your buttons and add "vertical spacing" constraint for them. And set "less than" for top/bottom margins.