Why ViewControllers don't completely fit the screen in an iPad? [duplicate] - ios

This question already has an answer here:
iPad screen doesn't support autolayout
(1 answer)
Closed 4 years ago.
When I launch my app in an iPhone, the UIViewControllers fit the screen. But in an iPad, the result is this:
The UIViewControllers don't fit the screen. Why is this happening?

Thats probably because use set iPhone as device in deployment info of general tab in target settings.
iPad can open iPhone apps by default but without any modification on it's layout. then you have a button on lower right corner to zoom in.
If you want your app to support both iPad and iPhone in a native way, you should pick universal. BUT BE CAREFUL! Once you pick universal and upload it tho appstore, there is no way back to change it to single mode (iPhone/iPad only) and you shod continue supporting all platforms. The only way is to delete project entirely and create new one and it means that you may loose all of your users by loosing continues delivery.

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App run on simulator does not respect points or fonts from storyboard [duplicate]

This question already has an answer here:
How to efficiently use Autolayut and Auto-Resizing in same target?
(1 answer)
Closed 5 years ago.
I am working on new features (with Swift) on a legacy project ( Objective-C ) project.
Everything that I am receiving from designer (dimensions in points, font dimensions) put into storyboard or xib files got bigger in old project.
In SIMULATOR, here is an example with a uiview height and font dimension for iPhone 7
We tried:
Designer gives all dimensions in points. He is currently designing for iPhone 7/6. I am using in storyboard iPhone 7 view.
In a new project the correspondence is 1:1.
In the legacy project everything shows a little bigger.
What shall I search?
The iPhone 6 was introduced alongside iOS 8 and Xcode 6. As part of the introduction of the larger screen sizes, a legacy path was created that would allow older apps to run in a mode as if they were on an iPhone 4/5 screen size, simply scaling up the interface. This was intended to give app developers time to opt into the native, larger resolution of the iPhone 6 and 6 plus. In your question, I noticed this:
The larger battery icon is from your legacy app, while the smaller is from your brand new application. The contents of the status bar being scaled is a sure tell sign that the app is in this legacy mode. (Also, the interface often appears kind of fuzzy)
Therefore, I think your legacy app must have never adopted the launch screen storyboard or xib file that is needed to take advantage of the native resolution of the larger devices. To adopt it, you can see this answer.

iOS keyboard appears too large. Is this an issue with launch images? [duplicate]

This question already has an answer here:
The keyboard in my iOS app is too tall on the iPhone 6. How can I adjust the resolution of the keyboard in XCode?
(1 answer)
Closed 5 years ago.
In our iOS apps, I have seen that if we leave out certain launch images sizes, that the screen appears as if it is scaled up from a lower resolution device.
When this happens, the devices also display a taller keyboard with chunkier looking text.
When built in on my iPhone 6s+, from Xcode 7.x the keyboard in our app is 1 & 7/8ths" of an inch tall.
Looking at Skype, Slack, Waze, Messages, on the same device the keyboard is 1 & 3/8ths" tall.
I'm using whatever the standard keyboard is when our app's text fields are tapped on.
I have seen that this can be caused by missing launch images at the target device's size, but I'm not sold that this is the only cause. Does anyone have any insight why an app would appear at a lower resolution than what is native to the device?
Is there a known issue related to launchImages or some other factor that might be causing this?
In some of my testing, at one point I got the app to launch as expected at the correct size after switching full size retina launch images. This may have been fixed by building under Xcode 8.x, but I'm not sure and we can't do that yet because of other limitations.
Thanks much.
It's related to Launch Images in assets because when iPhone 5 came out first, XCode had this functionality to add certain launch image sizes to zoom in the UI of smaller screens and make it compatible to iPhone 5's screen. This was called Branding when I worked on it to make app compatible to bigger screen in a short time.
But it isn't the preferred way and you should avoid using Launch Images, use Launch.xib instead to create your Launch Screen. You can also use Launch.storyboard, whatever you prefer. It won't zoom in the Keyboard or other UI aspects then.
Hope it helps!

Can I put more content on iPhone 5 than on Iphone 4?

I am developing an app and in one of the views the 4inch screen would fit the content I want to include just fine but the 3.5 inch screen is just too small so I wanted to remove a part of the content for that screen size.
So the question is: Do apple allow the bigger screens to have more content than the smaller screens? I guess this question also applies to ipad vs iphone, iphone 6 vs iphone 5 , etc...
I have never seen this even being discussed and I've never done it myself but always wondered.
Naturally I would do it in a way that the 3.5 inch screen wouldn't miss anything too important and in a way that the content would be completely hidden on the iphone 4 and the design doesn't suffer. In this particular case I would just remove an ad for another app so the iphone 4 users would probably thank me ;)
Thanks in advance
Welcome to Stack Overflow. This isn't really a programming question the way SO defines it, but I'll take pity on you since you're new.
Yes of course. You always have to tailor your UI for the target device. That often means stripping away non-essential elements from smaller screens.
For iPhone vs. iPad it usually means presenting more on one screen on iPad and multiple screens on iPhone.

How to simulate double-touch on home button in iPhone 6 simulator (for Reachability)? [duplicate]

The iPhone 6 Plus has a "one handed mode" that Apple describes as "Keep everything within reach" on their iPhone design page.
The mode is enabled by double touching (but not pressing) the home button. When enabled the screen shrinks to roughly half its normal height.
Is there a way to enable this mode in simulator for testing how it looks and transitions?
I'm running Xcode 6 GM and have not been able to uncover anything. Worst case, can someone post the exact dimensions on device so it can be emulated via the resizable iPhone simulator?
Update: According to John Gruber's review, the feature is available on the iPhone 6 Plus and 6, and is not a "mode" so much as a momentary shortcut. Maybe since it only lasts for one tap it won't be important to do extensive testing. He shared a screenshot showing the corresponding size difference:
The simulator doesn't seem to have this capability, but it doesn't matter since it just moves your app's entire view down and uses the home screen background to fill the top. Devs don't need to do anything to their apps in regards to it.

Embed iPhone xib in iPad UIView?

I'm developing 2 iOS apps; a iPhone app and an iPad app. Both have different purposes and functions, but I'd like to (once it's complete) embed the iPhone views into the iPad app as a preview.
(in the iPad app) I have a tab view controller, it loads various controllers and the last one will be a Preview. I'd use half (landscape mode) of the screen for some final settings and the other half to preview what will be produced.
My questions are:
Is this doable?
Is it allowed by Apple?
I've seen other discussions where people want to embed other, App Store apps from other developers. I'm not trying to do this; I only intend to embed the app I have the code for.
I'm just not sure the direction to look in to get this answer.
You should put both of them in the same project, and use a simple iPhone/iPad in AppDelegate.m to start the app with the appropriate View Controller.
That way you can present the iPhone app within iPad app by simply showing a view controller. Apple won't reject since technically it's still only 1 app.
To produce and submit 2 apps from the same project, create another Target. You can set bundle identifier / device type / etc per Target.

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