how to upscale Iphone 4in screen to 4.7/5.5in screen? - ios

Ok so my old apps which were written for the 3.5in and 4in iphone screens are downloaded on the and iphone with an 4.7/5.5in they seem to upscale and run perfectly fine with everything where it's suppose to be on the screen. So now I'm writing a new app just for the 4in screens because my thinking is that it will upscale when ran on 4.7/5.5in screen but this doesn't seem to be the case.
When I run my new app on a device with a 4.7/5.5in screen there is no upscaling. Why is this so? is there any setting to force the iphone to perform the upscaling or do I have to actually tune everything for 4.7/5.5in screens?
UPDATE:
Ok I figured it out. To get your apps designed for the 4in screen to zoom in/upscale to fit the 4.7/5.5in screens you have delete the LaunchScreen.storyboard file from your project and add the Default-568#2x file.

iOS apps detect the screen size using the launch screen. The made the OS zoom out the app in order to support older apps.
If you want to let the app take full usage of the screen resolution you should use a LaunScreen storyboard or provide the assets for all the screen sizes. If this assets are not found and you use the asset catalog for the splash screen you will get the zoom to fit larger screens

Related

Black bar appears on top when running on iPhone 6 & iPad Pro Simulator

When I run my game on the simulator, specifically on iPhone 6 and iPad Pro, it shows black bar on top of the screen. I have looked the answer up online and have literally tried every single thing and have went through all the answers, but none have worked. My deployment is set to 7.0 and have tried running with setting just set to LaunchImage from asset folder and LaunchImage & LaunchScreen.xib combined. I also do have the right size pictures required in asset including iPhone Retina 4, as well, and that doesn't fix the problem either. Is this just a glitch on the simulator or there is a way around this?
I got it working. For some reason my 2x images were short for the screen size, and had to extend them more. Even though height wise, my images had more length than the screen size.
Hope this helps people. I came across several people who had done everthing right, but still couldn't get it working. I believe it is because image isn't large enough to cover the whole screen
Stretched mode?
Are you providing Default screens in all sizes as suggested in:
Dealing with iPhone 6/6+ startup images
How to Update Your Apps for the 4-Inch iPhone 5 Display
Restoring integrity in Startup screens
Images clipped?
If not running in stretched mode, pick a View Mode best suited for your images, such as Aspect Fill and Scale to Fill, both of which will cover your UIImageView in LaunchScreen.storyboard.
Add Default-568h#2x.png Image with resolution 640x1136.
Make sure 'App Icons and Launch Images' look like below image:
it worked in simulator with iOS 9.

Swift - Issue with using webviews when launch screen images are used instead of launch screen file

I'm working on a iOS project and this one issue is bugging me for days. I have a simple webview wrapper in my application and the issue that I'm having is that if I use launch screen images and not the launch screen file the webview content gets badly scaled. I cannot relate why the launch screen images should have any impact on the webview that is being presented later. My goal IS to use the launch screen images.
This is mostly noticeable on iPhone 6 and iPhone 6 plus.
Example with launch screen images:
Example with launch screen storyboard:
Any advice is appreciated. Thank you.
This issue is because of the missing launch image for iPhone 6 and iPhone 6 plus. Make sure that you have added all the launch screen images.

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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How to force universal app on iPad into scale mode?

I created an universal iOS app. On all iPhone variants I want native resolution without scaling, so I created splash screen images for all available sizes in images.xcassets/LaunchImage.launchimage and set them all in Xcode:
Now, this works very well for all iPhone versions up to the biggest iPhone 6 Plus.
On iPad (with high pixel density) though I don't want native resolution. Instead I want it to scale the app (even if it looks a bit blurry then, but that's ok).
How would I do that?
In image assets you have to provide proper size for each launch screen, You can not use the same image for two devices in launch-images ( unless you have two copies of the same image ).
If you want to make app-size smaller, implement launch screen, set its background color to your desired background color and put your logo in the center of it. You can now remove iPhone 6,6Plus images from image assets, but you still have to provide launch images for iOS 7 devices (old iPhones / iPad ).
Don't use the Asset Catalogue. Create a LaunchScreen.xib , add a UIImage inside the view. Open the attribute inspector in the right hand panel and set the view mode to Aspect Fill.
The solution was quite easy, I simply changed project type from "universal" to "iphone" and that did the trick!

ImageView Scaling for iPhone 6 and 6+

So Im making a game without the use of auto-layout. I have used constraints to scale everything and it worked perfectly. However, there are 12 image views that scroll down. 6 on the right a 6 on the left.
This is done based on a code i've written and places the images via arc4random.
The images on the left are completely fine and scroll down so that there is no gap between the side of the screen and the image. As do the images on the right when using the iphone 4s and 5.
HOWEVER.. when it comes to trying this on the iphone 6 and 6+, alot of the times, there is a gap between the image and the side of the screen on the RIGHT. the LEFT is fine. I want to know how I could solve this issue. This is more of a general problem so dont need to include code.
You can try disabling iPhone6 and iPhone6 Plus support for the app so that they work fine on the new devices (via scaling)
Remove "Launch Screen File" from Target General Settings and if you are using Asset Catalogs for Launch images, under right panel for the asset catalog under Launch Images-> remove launch images for iPhone Portrait and Landscape for the category 'iOS 8.0 and later'
This is a workaround that makes iPhone6 and iPhone6Plus to scale views according to the screen size.

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