Is it okay to leave out unnecessary launch images? - ios

I have an app that supports only iPhones running iOS 10 or above.
I added only the following images:
Default-568h#2x.png
Default-667h#2x.png
Default-736h#3x.png
I left out:
landscape, since I assume iOS will use the portait one if landscape is missing.
iPad, since my app supports iPhone only.
3.5-inch iPhones, since I require iOS 10, which doesn't run on 3.5-inch iPhones.
Unfortunately, my UIWindow size is 320 x 658 points on the iPhone 7 Plus, rather than the 414 x 736 it should be. iOS thinks that I support only 4-inch screens, so renders my UI at that size and then expands it, making everything looks huge.
How do I fix this?
I'm not using storyboards or xibs. Please don't suggest that I use them. That's offtopic for this question.
When the above didn't work, I tried adding Default-Landscape-736h#3x.png, but it didn't help.
I also tried using an asset catalog, but that didn't work, either, as discussed in this separate question.

Launch images are about to be dropped completely. The only acceptable app submissions will be those with a launch storyboard. These rules are slated to go into effect in April 2020. So get ready now. See https://developer.apple.com/videos/play/wwdc2019/224/?time=103.

Related

Removing launch screen file from Info.plist scales the views

I noticed something that when you remove the launch screen file entry from the XCode Info.plist file, any view of any view controller becomes scaled according to the screen size, so the views appear zoomed in on large screen sizes such as the iPad Pro (12.9 inches) and appear somehow zoomed out on smaller devices (iPad Pro 9.7 inches).
In that case it seems that the Auto Layout constraints have no effect as the scaling is done automatically.
I really can't understand what does this has to do with the layout constraints, so I appreciate if any one can explain what's the reason for that.
Without being able to provide deep details, iOS uses the launch screen definition (view or static images) to determine which size classes the app should use. If you have not supplied those, it seems you get scaling that you generally do not want.
That doesn't mean auto-layout no longer has any affect... it just means that the auto-layout engine is not using the current screen size for its size/positioning calculations.
You'll see very similar results if you explicitly set your project for iPhone only.
Simple, obvious solution: Don't remove the launch screen.
Yes this is expected behaviour... Same is for iPhone 6 Plus. If you remove the iPhone 6 Plus launch screen, it will display the iPhone 6 scaled version.
This is just for backward compatibility. If your app is not ready for iPad Pro or iPhone 6+, scaled version can be used by removing the respective splashing screens.
All current iPhone apps or iPad apps in AppStore those are not optimised runs as a scaled version.

Views in storyboard do not resize properly on iPhone 6

I've checked a lot of different websites and stackoverflow answers, and I'm still stuck.
I developed an app for iPhone and iPad targeting iOS 7.1. I have two storyboards, one for each device. The app only displays in portrait mode. I cannot seem to get the app to display full screen on the iPhone 6 simulator.
I've tried numerous things, I followed the advice linked here by adding a Launch Screen, setting the iPhone storyboard to auto layout and "use size classes", and . Not only does that not affect the size, but the Launch Screen doesn't seem to scale properly either. If I get it to fit the iPhone 6 it doesn't fit the iPhone 5 properly.
I've tried adding the proper launch images and I don't get any errors saying the wrong image resolution is present.
I've used the storyboard as a Launch Screen described here.
Now, when I switched to "use size classes" I could manually extend the objects in the views to match up with the size of iPhone 6 (I have not tested it for 6s) but that makes it extend past the iPhone 5 boundaries. The only thing I can think of right now is to create another storyboard and detect if it's iPhone 6, but I would really like some other ideas.
Here's what it looks like for iPhone 6:
And here's what it looks like on iPhone 5:
Best advice i can give u is
Use default size class , the classic 600x600 and then use Auto Layout
Or do the reverse, take a 3.5inch size VC and apply Auto Layout on it. Everything will present itself quite perfectly if you can apply the right constraints
Here is a link for an awesome Autolayout tutorial

ios:Application got stretched

I have a legacy code in which autolayout is not used perhaps autoresize mask is used, but whats strange is that even navigation bars look stretched when I deployed that app to iPhone 6+. I have to modernize this app so that navigation bar stays 44pts in all device families, new keyboard appears etc.
Please suggest me ways to do the same.
Thanks
Ankit
as first step, add the right default.png. (https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LaunchImages.html)
==> That shows iOS you support the new screen size of iphone 6 / 6+
THEN
it dependents on your app. If you used fixed pixel values based on the old 'default' screen width. you'll have to make it all dynamic
if everything IS already dynamic, you're good
THEN (optional but recommended)
use the new #3x size for all your assets so they don't look blurry
Add a default.png for iPhone 6 and iPhone 6 Plus https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LaunchImages.html

Resize app designed for Iphone 6 to scale correctly in iphone 5s

Ok, here is the problem I have designed an application for iphone 6 screen without size classes and autolayout.
Looking like below in the storyboard. As you can see its simulated size is 4.7 inch.
It works perfectly when running on iphone 6 devices obviusly.
However when trying to run the app in other devices than iphone 6 it wont scale proportional.
My hope was that if I removed the lanuch screen images only keeping the iphone 6 size it would scale to fit other screens looking the same as if it where run on a iphone 6 only scaled up or down depenging on device.
My launch screen looks like this now
It does infact scale the app but it scales the app in wrong proportion making it looked chopped like this.
Iphone 5s version of the app looks like this
As you can see it scales correctly but the aspect gets wrong compared to the iphone 6 version below scaling correctly.
Here is an ipad version looking like the iphone 5s version scaling wrong.
It seems to me that the scaling works since I have removed all launch images except the 4.7 display (iphone 6) The problem however seems to be that it scales keeping the aspect of an iphone 5 in width making the iphone 6 display to wide.
I have tried to add launch images for all devices but the problem then is that I need to use autolayout and size classes to make it work.
Is there any way to for instance tell the scaling to keep aspect but use iphone 6 width and height intact without using size classes etc.
To make the question even more simple. Is there any way to scale an app made for strictly iphone 6 so resize to iphone 5s/ipad?
Any help is highly appreciated!
Well, the "trick" with removing the other launch images doesn't work, as you noticed yourself.. This automatic scaling only works from 4" to 4.7" and 5.5" and is only to support older apps on the new devices, not for general purpose "I am too lazy to support all sizes" use cases.. ;-) Apart from that, you should definitely support the native resolutions.
So, to answer your question: You can either just use Auto Layout. This is definitely the preferred approach - after all that's exactly the use case that it has been built for.
Alternatively, if you really don't want to or can't use Auto Layout, you either need to make sure to set your auto resizing masks correctly (e.g. "flexible width" on the stuff that needs to grow/shrink horizontally etc.), or adapt your frames manually in code (which partially defeats the purpose of IB).
If you didn't use Auto-Layout or Size Classes, your only hope is to programmatically change the positions/size of each element individually in the viewDidAppear or viewDidLayoutSubviews method of your LoginViewController. You would have to do it also on orientation change (if your app supports it).
It's a lot of work that can be easily be avoided by using Auto-Layout/Size Classes!

Autolayout not working on iOS7 and Xcode 6

I've started using Xcode auto layout for my projects.
Auto-layout works perfectly when I'm testing on ios8 devices, it the view scales as needed.
However, things get a little crazy with ios7.
When I test my app on an ios7 iPhone 5 simulator, the app doesn't scale-up to the larger screen,
but only shows the 3.5 inch view, leaving black bars on the top and bottom of the screen.
I am using a tableView controller.
How do I scale the tableViewController up so that it fits on a larger screen in ios7?
(Like I've said, my app fits perfectly in ios8, on all screen sizes, but not in ios7.
Also, it scales fine on an ios7 ipad.)
thanks.
The Xcode (6) IDE should give a warning about this, that may not be so clear:
"Applications using Launch Screen Files and targetting iOS 7.1 and earlier
need to also include a Launch Image in an Asset Catalog."
This means you need to have the proper Launch-Images for the "Retina 4" screen,
which is 640 × 1136 pixels, and it should be configured in the assets-catalog,
just like your Application-Icons ("AppIcon"), but under "LaunchImage" there.
Once you add this 4-inch-compatible Launch-Image to your application,
iOS-7 will assume you are properly supporting the "Retina 4" screen,
and will launch the application in 4-inch mode.

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