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

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!

Related

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

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.

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.

iOS Interface Oversized in Xcode Application

I have recently been running into a problem with one of the iOS applications that I'm developing. The problem with this application is that UI elements appear to be oversized. In Xcode the elements could have the same default sizes, but during the simulation process the elements are almost too large to fit on the screen. Has anyone ran into a similar issue and figured out how to resolve it. I have attached pictures below that illustrate the problem more clearly. In one of the pictures below, the keyboard clearly appears to be larger than that in the other picture.
Oversized User Interface
Normal Sized User Interface
Two possibilities
The device has Display Zoom turned on. You can change that in Settings > Display & Brightness > Display Zoom.
You app doesn't have a launch image for that size. Either add a launch image for that screen size or use a launch storyboard/xib. How to enable native resolution for apps on iPhone 6 and 6 Plus?

Black bars simulating iPhone 5 - Xcode

When running the iPhone 5 simulator 2 black bars appear making it the resolution of the iPhone 4(s). My question is: how am I able to use the full screen resolution? (it also creates black bars all around the app when trying to simulate an iPad)
Now, I know this questions has been answered multiple times here on stackoverflow, but all of them give the solution of adding a Default-568h#2x.png launch image. I want to make use of the LaunchScreen.xib instead of creating all the seperate launch screen images.
Anyone got a solution for this?
Thanks!
- Merijn
You must use a specific launch image to take into account the 4" inches screens...
or either way you can use a specific Launch screen with autolayout constraint for example if you don't want to add too many launch images : http://useyourloaf.com/blog/2014/12/24/using-a-launch-screen-storyboard.html

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.

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