UIImages losing dimensions and getting bigger in xcode - ios

I am using xcode with Swift to develop a very simple application that should only run on iphone7. I have a bunch of UIImages and UIButtons with images in my application and I have received a bunch of PNGs to use in the application.
They are named more or less image1.png, image2.png and so on.
If I check the dimension of the PNGs, they look right to me.
For example one background image has the following dimensions: 750 x 1335.
Once I add this PNG to my application, and add it to the story board, the image looks huge.
I need to manually enter the following dimensions 350 x 887 (which is half the size) in order to get the image to fit the size of the phone on the screen.
I have no idea what is going on here! It is something I am doing wrong or it there something wrong with the exported PNGs?

I think you content mode is not right. This is how to fix it:
Click to your UIImageView
Look at the right hand side and choose View -> Content Mode to Aspect Fit
This is the document about content mode of a Image View
https://useyourloaf.com/blog/stretching-redrawing-and-positioning-with-contentmode/
I hope it can help you

iPhone's physical screen resolution is rarely referenced as is, instead it is calculated in points. On the early iPhones 1 point was actually 1 pixel. On modern iPhones 1 point is actually representing 2x2 pixels, or sometimes 3x3 pixels (for Plus models). To make it all work, all the graphics for UI elements (buttons and the like) are provided in two or three resolutions:
for the case where 1point = 1pixel
in such case the image name is not postfixed with anything (image1.png)
for the case where 1point = 2x2pixels
in this case the image name is postfixed with #2x (image1#2x.png)
for the case where 1point = 3x3pixels
in this case the image name is postfixed with #3x (image1#3x.png)
You have two ways of managing this.
First goes like this:
Rename all of your images, so that they all have #2x.png at the end. Like this:
image1.png becomes image1#2x.png
image2.png becomes image2#2x.png
Drag all those images to your Assets.xcassets folder in XCode:
Now you can assign the images to buttons, backgrounds, and pretty much anything else by calling its name (omitting the #2x at the end), like this: image1, image2, etc. The resolution will fit now.
You can also choose the images in drop-down lists in your Storyboard to apply them to different elements (like said buttons).
Second way is similar.
You don't rename the images, and drag them into the Assets.xcassets folder just as they are. Then you manually drag the thumbnails of your images into 2x slots. Here's an example with an image called 'gear':
For more information on how physical screen resolution of the iOS devices differs from its internal representation (which is in points), refer to this handy guide: https://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions

Related

How do working with regular images and images for buttons differ in `ios`?

I'm struggling with understanding how images and their different sizes/resolutions work in ios development.
Do images that will be used for buttons always have to be squares (like App Icons)? and are there specific dimensions that they would need to have?
Also generally speaking, how should images that would be used for buttons be sized in the Assets.xcassets folder as compared to Images that would be shown as regular images? (that is if there is a difference)?
Since you can create buttons of any size you like there is no difference. Your image should match the aspect ratio of the button but it's all entirely up to you.
Sizing in the Assets catalog would be the same as any other image with 1x, 2x and 3x variations.
Try it out in Storyboard and you will see immediate results.

Xcode #2x image suffix not showing as Retina in iOS

I am having difficulties with retina images.
The screenshot below shows the UICollectionView with a UIImageView contained within each UICollectionViewCell.
Within the app I have a large image 512x512 pixels called travel.png.
The green circle shows what is displayed on the app when I name this file: travel.png. The blue circle shows what I see when I update the image name to be travel#2x.png (i.e. retina naming).
I was hoping due to the large size of the image (512x512) that simply adding the #2x suffix would be enough to convert it to twice the definition (i.e. retina) but as you can see from the two screenshots, both version images show as non-retina.
How can I update the image so that it will display in retina?
travel.png:
travel#2x.png:
* Updated *
Following request in comments below:
I load this image by calling the following function:
// Note - when this method is called: contentMode is set to .scaleAspectFit & imageName is "travel"
public func setImageName(imageName: String, contentMode: ContentMode) {
self.contentMode = contentMode
if let image = UIImage(named: imageName) {
self.image = image
}
}
Here is how the image appears in Xcode before the app renders it (as you can see it is high enough definition):
The reason why you see the low quality image is anti-aliasing. When you provide images bigger then an actual frame of UIImageView (scaleAspectFit mode) the system will automatically downscale them. During scaling some anti-aliasing effects can be added at curve shapes. To avoid the effect you should provide the exact image size you want to display on the screen.
To detect if UIImageView autoscale the image you can switch on Debug->Color Misaligned Images at Simulator menu:
Now all scaled images will highlight at simulator with yellow color. Each highlighted image may have anti-aliasing artifacts and affect CPU usage for scaling algorithms:
To resolve the issue you should use exact sizes. So the system will use them directly without any additional calculations. For example, if your button have 80x80px size you should add three images to assert catalog with following sizes and dpi: 80x80px (72 dpi), 160x160px (144 dpi) and 240x240px (216 dpi):
Now the image will be drawn at the screen without downscaling with much better visual quality:
If your intention is to have just one image for all the sizes, I would suggest it having under Assets.xcassets. It is easy to create the folder structures and manage media assets here.
Steps
On clicking + icon, you will displayed a list of actions. Choose to create a New folder.
Choosing the new folder that is created, click on the + icon again and click on New Image Set.
Choose the imageset. And choose the attributes inspector.
Select Single Scale, under Scales.
Drag and drop the image.
Rename the image name and folder names as you wish.
Now you can use this image using the image name for all the screen sizes.
TL;DR;
Change the view layer's minificationFilter to .trilinear
imageView.layer.minificationFilter = .trilinear
as illustrated by the device screenshot below
As Anton's answer correctly pointed out, the aliasing effet you observe is caused by the large difference in dimensions between the source image and the image view it's displayed in. Adding the #2x suffix won't change anything if you do not change the dimensions of the source image itself.
That said there is an easy way to improve the situation without resizing the original image: CALayer offers some control over the method used by the graphics back-end to resize images : minificationFilter and magnificationFilter. The first one is relevant in your case since the image size is being reduced. The default value is CALayerContentsFilter.linear, just switch to .trilinear for a much better result (more info on those wikipedia pages). This will require more GPU power (thus battery), especially if you apply it on many images.
You should really consider resizing the images before displaying them, either statically or at run-time (and maybe cache the resized versions). In addition to the bad visual quality, using such large images in quantities in your UI will decrease performance and waste lots of memory, leading to potentially other issues.
I have fixed, #DarshanKunjadiya issue.
Make sure (if you are already using assets):
Make sure images are not un-assigned
Now use images in storyboard or code without extensions. (e.g. "image" NOT "image.png")
If you are not using images from assets, move them to assets.
Demo Projects
Hope it helps.
Let me know of your feedback.
I think images without the #2x and #3x are rendered for devices with low resolutions (like the iphone 4 an 3G).
The solution I think is to always use the .xcassets file or to add the #2x or #3X in the names of your images.
In iOS, content is placed on the screen based on the iOS coordinate system. for displaying an image on a standard resolution system having 1:1 pixel density we should supply image at #1x resolution. for higher resolution displays the pixel density will be a scale factor of 2.0, 3.0 which refers in the iOS system as #2x and #3x respectively. That is high-resolution displays demands images with higher density.
For example, if you want to display an image of size 128x128 in standard resolution. You have to supply the #2x and #3x size image of the same. ie., 256x256 at #2x version and 384x384 image at #3x version.
In the following screenshot, I have supplied an image of size 256x256 for 2x version to display a 128x128 pixel image in iPhone 6s. iPhone 6s render images at #2x size. Using the three version of images such as 1x, 2x and 3x with asset catalogue will resolve your issues. So the iPhone will automatically render the correct sized image automatically with the screen resolution.

button image gets pixelated

I have designed a lock icon in Sketch to add to a button in my application:
I exported it both in pdf and png (2x, 3x) to add to Xcode assets. Problem is when I run the app on iPhone (SE), heavy pixelation can be seen around the edges of the icon:
I've tried both pdf and png formats, but result stays the same. Am I missing any settings that need to be applied for image to look sharp on screen?
Bigger is not necessarily better for a UIButton's image. Try to export your icon in more or less the same size with which it will be used. (Note that this also frees up memory in comparison to a way bigger image).
To adapt to different screens' resolutions, you should provide up to three images (#1x, #2x, #3x). You should read this excellent Apple's documentation on Image Size and Resolution. It explains perfectly how big should the images you provide in Xcode be.
They also have a good explanation on which format you should use according to the purpose of the image.
EDIT:
You can also use vector ressources (.pdf files for instance) that will render perfectly for any resolution. You can read this article about how to implement it in your Xcode project (If you do so, please be careful in the attributes of the asset to check Preserve Vector Data and the Scales to Single Scale, otherwise it may not render well).
It will happen if image sizes are not correct
check the size of images. 1x,2x and 3x sizes are should be as followed
1x = 24x24 px
2x = 48x48 px
3x = 72x72 px
If images size are too big than ImageView then pixelate will happen
Hope this will help you

How to include full screen image in an iOS App

I want to add a full screen image into an iOS app and I want to know the best way to support different devices
The problem with using the image assets: 1x, 2x, and 3x is that 2x is used for iPhone4s, iPhone5, and iPhone6 which every one of them has a different dimensions
Should I use a different images (one for every device) and include them as resources then at runtime I choose the image based on the current device? I feel like it is not a good solution
any suggestions of a more elegant way?
If you click on the asset you can configure more options and sizes depending on various parameters. Conceptually similar to what happens when you create a new LaunchScreen Item in the asset. See image.
Depending on what is the wanted end results you can also adopt different tactiques, like having a background image that is big enough to be set as "Center" aspect mode and the eventually place other images like logos or titles on top of it. Or again just have one big image that can be set as "AspectFit".
It's not a good idea to have a different image for every device. Either use stretching or tiling to handle different sizes, or make an image that you can clip on smaller screen sizes, or you will have to have different images for each device and code to detect which to use and spend time maintaining that whenever new devices are announced.

supplying the right image size when not knowing what the size will be at runtime

I am displaying a grid of images (3rows x 3 columns) in collection view. Each image is a square and its width is determined to be 1/3 of collectionView's width. Collection view is pinned to left and right margin of the mainView.
I do not know what the image height and width will be at runtime, because of different screen sizes of various iPhones. For example each image will be 100x100 display pixels on 5S, but 130x130 on 6+. I was advised to supply images that exactly matches the size on screen. Bigger images often tend to become pixelate and too sharp when downsized. How does one tackle such problem?
The usual solution is to supply three versions, for single-, double-, and triple-resolution screens, and downsize in real time by redrawing with drawInRect into a graphics context when the image is first needed.
I do not know what the image height and width will be at runtime, because of different screen sizes of various iPhones. For example each image will be 100x100 display pixels on 5S, but 130x130 on 6+
Okay, so your first sentence is a lie. The second sentence proves that you do know what the size is to be on the different screen sizes. Clearly, if I tell you the name of a device, you can tell me what you think the image size should be. So, if you don't want to downscale a larger image at runtime because you don't like the resulting quality, simply supply actual images at the correct size and resolution for every device, and use the correct image on the actual device type you find yourself running on.
If your images are photos or raster type images created using a raster drawing tool, then somewhere you will have to scale the original to the sizes you want. You can either do this while running in iOS, or create sets up front using a tool which can give you better scaling results. Unfortunately, the only perfect image will be the original with everything else being a distortion of the truth.
For icons, the only accurate rendering solution is to use vector graphics. Tools like Adobe Illustrator will let you create images which you can scale to different sizes without losing clarity. Unfortunately this still leaves you generating images up front. You can script this generation using most tools and given you said your images were all square, then the total number needed is not huge. At most you need 3 for iPhone (4/5 are same width, 6 and 6+) and 2 for iPad (#1 for mini/ipad1 and #2 for retina).
Although iOS has no direct support I know of for vector image rendering, there are some 3rd party tools. http://www.paintcodeapp.com/ is an example which seems to let you import vector images or draw vector images and then generate image code to run in your app. This kind of tool would give you what you want as the images are now vector drawings drawn at the scale you choose at run time. $99 though.
There is also the SVGKit (https://github.com/SVGKit/SVGKit), but not sure how good/bad this is. It seems to let you simply load and render direct from SVG files. Might be worth trying.
So in summary, I think you either generate the relatively small subset up front using a tool you can control the output from, take the hit in iOS and let it scale the images or use a 3rd party vector to image rendering kit which would give you what you want.

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