size of iPad pro launch image 2x? - ios

I have search many sites and many posts but could not find information.Can anyone tell me size of pixel for launch image for iPad pro 12" inches.Thank you.

They are no longer support launch images and will not be adding the iPad pro launch image size to asset catalogs.
You should use Launch Screen Files for iPad Pro instead of Launch Images. First, from iPad Pro, iOS don't support Launch Images, so you can not find the right sizes for iPad Pro's launch images in Xcode 7.1 and leter. Second, if you don't use Launch Screen File, you app running on iPad Pro will be scaled, which is so called 'Display Zoom'.

1x will be 1366x 1024 in portrait
2x will be 2732x2048 in portrait

It's the same size as the screen resolution.
2732-by-2048 resolution at 264 pixels per inch (ppi)
As per Apple's website

Related

How does iOS handles different versions of image?

I am using three versions of image:
abc.png
abc#2x.png
abc#3x.png
I just want to know that if I use abc.png wherever this image is used, does all the versions are automatically picked according to iPhone resolution or I have to make an image asset for this.
I did a Google search but nothing satisfactory found.
When we use any image in your app it pick the image according to the device resolution which set constraint by the APPle Inc.
The Asset is listed below for more clarity:
iPad 2 and iPad mini (#1x)
iPad (Air) and iPad mini (Retina) (#2x)
iPhone 4s (#2x)
iPhone 6 and iPhone 5 (#2x)
iPhone 6 Plus (#3x)
For all images and icons, the PNG format is recommended. You should avoid using interlaced PNGs.
I wish it'll help you.Let me know if further more concern.
only write #"abc".
it selects the desired image automatically

iOS app release, image resolutions

I have a simple, single view iOS app. I have an image which is to be used as the full background. Currently, i have edited the image for both portrait & landscape, in standard (414 X 736) & retina (1242 X 2208) for iPhone 6.
When i use iOS simulator, the background appears fine in all of the devices (4s > 6 plus). However i'm unsure about if this will hold out when launched/released.
Do i need to provide the image in all different resolutions for each device in my final app?
e.g imagePortrait4s.png, imagePortrait5.png, imagePortrait6.png, imagePortrait6plus.png etc
Since your image needs to be the same size as a launch image, your best bet is following the requirements for those: iOS Human Interface Guidelines - Icon and Image Sizes
Since the documentation does not state that providing the larger images for the iPhone 6 is sufficient to provide a good launch image for older phones, assume you need a 640 x 960 image for the iPhone 4s.

Xcode 6 - xcassets for universal image support

Currently working on a universal SpriteKit project. I'll be supporting the following devices:
iPhone 4/s,
iPhone 5/c/s,
iPhone 6,
iPhone 6+
iPad non-ret,
iPad retina
I am confused on the iPhone part. I already have 4 versions for my background sprite for the 4 different screen resolutions of the iPhones. But which goes to which?
I know the 3x is for the 6+, and I think the 5/c/s goes to the Retina 4 2x, but I do not know where the iPhone4/s, and 6 go. Anyone know?
Side note, when I create a Launch Image inside my xcassets file, I am shown these options, which basically has all the device I am supporting. Just wondering why this is not also the case when creating an Image Set
Also how do you guys approach creating images/sprites for a universal application? Now that the new iPhone 6, and 6 plus are out, I have 2 more resolutions to support which is still confusing for me as I'm still a beginner.
This is a little confusing - here's how I understand it (this is in reference to the top image):
1x images are for the original iPhone through the 3GS - 'standard' resolution devices (3.5" screens)
2x images are for the iPhone 4 and 4S (3.5" Retina screens) and are also used for the iPhone 6.
Retina 4 2x are for the iPhone 5 and 5s (4" Retina screens)
3x images are for the new iPhone 6+ (5.5" super-Retina [3x] screen)
I believe that the iPhone 6 (4.7" screen) will use the Retina 4 2x images, but I would have to test it.
Side note, when I create a Launch Image inside my xcassets file, I am shown these options, which basically has all the device I am supporting. Just wondering why this is not also the case when creating an Image Set
If you compare the two images, the lower one has everything the upper one does, except for a 1x iPhone graphic. You don't need that if you're only supporting iOS 7 and above, since iOS 7 doesn't run on any non-Retina phone-form devices. To be honest, I don't understand why the top image has a 1x iPhone form graphic option - maybe because you checked the "iPhone" box in the sidebar?
Also how do you guys approach creating images/sprites for a universal application
For most non-fullscreen images (like a logo), you really only have 3 resolutions to support - standard (1x), Retina (2x), and the iPhone 6+ (3x). These are simply different quality of images, not really different sizes. So if you have a 10x10 image on a standard device, that would mean you need a 20x20 image on a Retina device and a 30x30 image on an iPhone 6+. On all devices, they would show up as a 10x10 image.
A great tool I used for managing different resolutions of icons is iConify.
I create them at the highest size I need (30x30 [#3x] for an image I want to be 10x10 on a device), then save it as a png and resize copies to 20x20 [#2x] and 10x10 [standard]. A better solution would be to create and use vector graphics, which would resize better to any size.
In 1x place image with resolution 320 x 480.
In 2x place image with resolution 640 x 960.
In Retina 4 2x place image with resolution 640 x 1136.
in 3x place image with resolution 1242 x 2208.
Images of Retina 4 2x will upscale to resolution 750 x 1334.
Images 3x will downscale to resolution 1080 x 1920.
You can also visit this links for launch screen images:
http://www.paintcodeapp.com/news/iphone-6-screens-demystified
http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions
For all other images resolution and size:
https://developer.apple.com/ios/human-interface-guidelines/graphics/launch-screen/
https://developer.apple.com/ios/human-interface-guidelines/graphics/image-size-and-resolution/
https://developer.apple.com/ios/human-interface-guidelines/graphics/custom-icons/
How to use Image.xcassets:
https://www.youtube.com/watch?v=_36Y6rDcKP0&list=PLXCowKcXAVgrCe2Lezv0acRf4adQLshv2
Hope this will be more helpful.
If you have your launch images in an xcasset file, you can do the following in Xcode 6.
Select the launch image asset, select a specific resolution (1x, 2x, Retina 4, etc) and open the attributes inspector (see image below).
Under the "Image" section, you will have a "Expected Size" attribute.
Inside images.xcassets, you can add different devices support by right clicking as shown in the snap
Edit: Well, it doesn't seem working when I drag n drop images to placeholders. It gets messed up as shown next
I don't know why it is acting odd on my Xcode 6.4 though.
Edit#2:
I see a bug from apple here. I can select 'Universal' along with any device upon right click as you can see in the first image above. But via attribute inspector I can correctly select either 'Universal' or specific devices as shown here
Edit#3:
In Xcode 7 the attribute inspector has been changed and now it gives option same like the right click. So instead of either 'Universal' or specific devices, now it offers to select all.
There is one tool : AVXCassets Generator with which you can directly generate XCAssets file for all your icons and images just by one click.
hope you will like it.

How to upgrade iPhone 5 graphics to iPad Retina?

I have an iPhone 5 optimized app and I would like to upgrade its graphics for iPad Retina.
How can this be accomplished?
Do I have to double the size of every graphic element I currently have from image#2x to image#4x?
If your app is already optimised for the iPhone 5 Retina screen (as in having #2x) image files which are double size graphics for your image assets then you shouldn't need to do anything else for the iPad Retina Screen apart from creating iPad Retina Splash Screens (if necessary).

iPad retina stretches non-retina images in Cocos2d

I have a iPad app built with SDK 5.1 (Xcode 4.4). The app is a non-retina app. On iPad 1 and 2 the images are scaled properly. On the new iPad (3rd generation) all the images get scaled up. This behaviour is kind of expected, but undesired in my situation. How do I prevent the images from being scaled up?
Since you are building for both Non-Retina and Retina devices you should include both versions of all images. The Retina images should be double in size of the screen resolution and should have the #2x.png (or jpg) suffix. Example: Background-Image#2x.png

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