storyboard usage for ipad development giving lots of problems - ipad

I'm developing an iPad portrait-only app and i'm having trouble with the inferred view. This will be an enterprise level app so i'm wondering if i should be working only with freeform view and just put in the size of the an actual iPad. would this be considered best practice?
below is one such issue, i put in the right constraints for this for an ipad but it's giving me trouble because of the inferred view.
another issue is that i'll be inputting lots of text fields and so that many won't be able to fit in an inferred view.

you can select view as on the lower left

Related

Turn off split view for iPhone (all sizes), but retain split view for iPad

1.) We have a universal iOS app that incorporates split view and slide-over for iPad. Just right. For iPhone, on the other hand, we do not want to use these features.
2.) Split view does not appear for smaller iPhones, even in landscape, which is the desired behavior. Just right, again. However, larger iPhones in landscape mode do by default, utilize split view, which is not the desired behavior.
3.) Split view on larger iPhones can be disabled at the user level(iOS 14): settings -> display and brightness -> view and select "Zoom". That does achieve the intended result. However, user may not find that feature desirable for all of their apps across their device. It also requires a certain level of user sophistication to figure this out. For these reasons, that is not a viable solution.
4.) There is an info.plist option called UIRequiresFullScreen, which achieves the intended result for iPhone, however it also disables split screen and slide-over for iPad, which is not the intended result. We want this only to apply to iPhone. That is therefore not a viable solution either.
Seems there is likely a simple solution to the problem of turning off split view for larger iPhones for a universal iOS app, so the larger iPhones function just like the smaller iPhones. Thoughts?
Responder dfd helped steer our thinking back on the right track. The solution is not to try to remove the iPhone splitViewController feature of iOS, but as dfd pointed out, we should embrace the feature. Thinking in splitViewController mode, rather than trying to force the larger iPhone to be a smaller iPhone, the behavior we are looking for in landscape view on larger iPhones is:
splitViewController.preferredDisplayMode = .primaryHidden
Calling this preferredDisplayMode on rotation on iPhone provides just the solution we were looking for. Thanks to all who took the time to review our question!

In Xcode, why are there more/less views depending on what device is running in the simulator?

I am having an issue where aspect fill is working on iPhones, but doesn't work on iPads except for iPad 7th generation. In the process of debugging, when I looked at the "Debug View Hierarchy", I noticed that some devices had a WindowView and a UIView behind my UIImageView while others had more views such as UITransitionView, UIDropShaddowView, and one had 2 UIViews. Why is that and why is it not consistent on all devices? Thank you.
I don't know how your app is built up, but different UIKit controls can result in very different view hierarchies depending on the display size of your app. For example a UISplitViewController might end up being a simple navigation view stack (with much less views involved) on iPhone in portrait vs. an actual split view controller on iPad.
View hierarchies may also differ if you're running different OS versions across your devices, simply because implementation details of the system frameworks changed.

Manually adjusting positions of UI elements in Xcode's storyboard

Instead of having to use xcodes constraints, which I can never get to work right, is there a way to manually set where UI elements are on the screen? I noticed that if I'm on the attributes bar for the view controller, I can set simulated metrics's size to any iphone size I want.
Then I can position the UI elements on the screen where I please. When I build and run, it always mimics exactly what I set up. However, it only works for the particular size of the iphone I specified. Is there a way to do all the sizes manually without making several xcode projects?
Thanks!
There is multiple other solution that is not as good as constraints.
1) Use frame property of views to place them
2) Use size classes to do different placement for iPad iPhone etc
3) Use suggested constraints - you are placing views and than you can give XCode possibility to create constraints for you suggesting what you want from your views placement.
You're going to want to learn how to properly use constraints. The approach you're trying to do would have been okay when there was only one screen size, but now we have three different sizes of iPad, two watch sizes and four different iPhone sizes. Here's a link to a tutorial from Ray Wenderlich (he has some pretty good tutorials to get you started n a wide variety of things). https://www.raywenderlich.com/115440/auto-layout-tutorial-in-ios-9-part-1-getting-started-2
The auto layout in storyboard on Xcode 7 isn't my favorite, but when Xcode 8 comes out it provides device specific sizes for views that makes auto layout much easier. So maybe Xcode 8 will provide a better solution to your problem!

The best way to make a viewcontroller for different screens

I would like to know which is the best way to make a view controller for iOS 9 swift 2 xcode 7, for different iPhone screens?
I have tried to make it with constrains but from iphone 4s to iphone 6s screens we can see wide gaps between the icons and text fields etc.
What i'm thinking is to make different view controllers for each screen (5.5inches, 4.7inches, 3.5inches) and to make my app check with which screen the user is opening the app and load the unigue view controller for this screen.
Or maybe there is a better way but im new to swift 2.0 so i'm asking for your help!
Thanks a lot for your time.
You can make a views for multiple screens using autolyout and size classes. You have proportional constraints that fit on all screens.
Proportional constraints means you can set for example view1 is 50% of screen.
These constraints fit on all screens.
Avoid excessive use of size classes (applying constraint in different size class). Try to go with proportional constraints in hAny wAny layout.
Only go for different size class if design on ipad is different then iphone. Or if you need different font sizes on different devices.
https://developer.apple.com/library/ios/recipes/xcode_help-IB_auto_layout/chapters/EditingConstraintAttributesintheAttributesInspector.html
I think this depends upon what your requirement is and what you prefer.
I usually prefer the good old Springs and Struts.
They can be used by disabling auto layout and screen sizes.
Using Springs and Struts i only create a single Storyboard to manage all iPhone and iPad screen sizes without any coding effort.
No matter how complex the UI maybe, for me Springs and Struts are the best solution.
Size classes give you a more fine grain control for different sizes and orientations. Please refer Apple's documentation
As I understood your question that you want to load storyboard as size of screen of device.
I will suggest you to refer this link to load a different storyboard depending on screen size. Sorry for Objective c but hope it helps you.
Load different storyboards

iOS storyboard layout

I am working on an app and have come into some graphical problems when designing my app.
First off, my app is only support by iPhone. My current storyboard is using the iPhone 5 as the screen size, so everything screws up when I try to run in iPhone 4 and 4S. Is there a way to make multiple storyboards for each different screen size? Or do you all have another solution?
Thanks!
- Brad
There is a way to make different storyboards for separate screen sizes, but another way to do it is like this:
Whenever you add objects to your views, be sure to have them aligned to something (using constraints). If all items are relative to other items, then most likely the layout will be fine on all devices. Also, if you find that your controls start overlapping, then perhaps you ran out of room. In that case simply add a scroll view to your layout, and then put the controls on top of it. Then, it won't scroll on the larger screens because all controls are shown, but on smaller devices it will allow you to scroll down to see the rest of the objects.
Good luck.
There is a small button in the lower right hand corner that lets you toggle between 3.5" and 4" screen sizes so you can see how it will look on different devices. By using Auto Layout introduced in iOS 6 you can make sure to set up your constraints so that your UI looks good on both older and newer iPhones.

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