image not showing in launchscreen [closed] - ios

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I have an old project and convert into swift 3. It have simple launch screen storyboard . Launch screen storyboard have an image as logo of company, This image not showing into device but i replace that image with another image , replaced image showing perfect. Launch screen behave strange.

Just delete launch screen storyboard and make a new launch screen storyboard then new image view on it .Make sure your image size 1x,2x,3x available.

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View resizes in iPhone 6/6 PLUS (wrong size) [closed]

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When switching to Xcode 7 i experienced some problems with iPhone 6/6plus screen sizes. I had an iPhone 4-sized view with black bars on top and bottom of it.
I read that i had to load appropriate launch images so I did it. The bars disappeared but the only views that scaled properly were the Tab bar and status bar (with wrong launch images i managed to fill the whole screen but the status bar was zoomed). The whole content stays 'windowed' and I don't know how to change it. Can anyone help me ?
You must use proper autolayouts Or Autoresizing Properties to make it look good on all the Devices.

UIImage imageNamed not setting image in iphone6 [closed]

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Hi am working on ios project using xcode 6.0.1,ios 8.While I am running my app in iphone6 simulator it is not showing my image.I have set my image using the following code,[UIImage imageNamed:#"/Resources/btnbg.png"].What is the reason for this.it is perfectly working in my iphone4s.
Please check your retina size image i.e. btnbg#2x.png.As may be the retina size image is not being loaded properly.As iphone 6 loads retina size images that is in the form of ImageName#2x.png.
No need to write full path.
user only image name as below:
[UIImage imageNamed:#"btnbg.png"]
It'll take full path automatically.
And also check #2x image of same image.

Xcode 5 with iOS 5 issue on storyboard [closed]

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xcode 5 can't update view on storyboard after changing the deployment target iOS5. I was also remove the arm64 but still it won't updated on simulator here i attached my screenshot.
please tell me anybody face same fix and how fixing that.
Thanks
Output - on simulator doesn't change the UIButton Text also
When i trying to uncheck base localization it show like below,
Uncheck the Base on the right side under Localization and keep only English. Do not know why, but it did work for me.
I messed up the storyboard because i'm newly working on this. The solution is it created twice one is base version another one is English

Retina 4inch simulator is misplacing everything in my app [closed]

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After upgrading to xcode 5 then when I test my app on retina 4 inch screen, it misplaces some of the objects I've put in my app. I tried everything and only have one solution that may work but would be very annoying to do. It is the screen detection method. I really don't want to go through the hassle changing a lot of my code just so that it can be compatible with a 4inch retina, because I would have to rewrite a lot of code just for a 4inch retina display... Is there a way to make it so that everything could be stretched to fit to screen?
Two possible Solutions:
For all of your nib (.xib) files or Views if using Storyboard, select View and set Size parameter value as "Retina 3.5-inch Full Screen". But using this one will fix your app screen height to 3.5inch.
In Inspector-tab, for every view items like labels, buttons, etc, set "Autosizing" parameters to stretch, reposition, fix or flexible positions and sizes of items according to change in screen height.

StoryBoards supporting #2x and -568h file images [closed]

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In my program I use "StoryBoard" and when I first start the application window should appear with instructions.
So, is it possible to add an image in the UIImageView, in StoryBoard, and run the application on iphone 3gs this image bends
In the application resources are files Introdusing#2x.png, Introdusing-568h#2x.png and Introdusing.png, but on all devices use only Introdusing-568h#2x.png. How to fix it?
Please help....
If you ask for an image image, iOS will check for image#2x.png and image.png, using the appropriate one for the device's resolution. iOS will not check for -568h images, so by providing an image Introdusing-568h#2x.png, your program will check for Introdusing-568h#2x.png and Introdusing-568h.png, and, not finding the latter, it will use Introdusing-568h#2x.png in all cases. You have two options: tell IB to use Introdusing.png or Introdusing#2x.png and let iOS pick from just those two, or you can determine programmatically whether the device is a retina-4 and use the appropriate image.
Also, PLEASE correct the name; it should be "introducing," not "introdusing," and in context it should probably be a noun, "introduction".
In IB you need to make sure that the image linked to your image view is set to the lowest quality .png file. So in your case make sure it's set to Introdusing.png and not Introdusing-568h#2x.png. It will determine the proper image to use at run time.
If I understand you correctly, basically you have 3 files: Introdusing#2x.png, Introdusing-568h#2x.png and Introdusing.png.
If you want ALL devices to use Introdusing-568h#2x.png, then set the UIImage to Introdusing-568h#2x.png file and delete the other two files. Keep in mind this will cause some displaying issues in old iPhone 3G/GS and iPhone 4 screens. You may see distortion as the older iPhones scales the image to fit that screen so test your app for each of the phones and see if that's ok with you.
If you want to use the correct image for the 3GS, iPhone 4/4S and iPhone 5 screens, then set the image to Introdusing.png and UIImageView will figure out which image size is the best one for the different phone models.

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