Weird edge on iOS, only on some devices - ios

I have this weird issue. Someone was working with this code in meantime but I have no idea what is changed and no idea where to search for to find fix for this. Issue is visible on this image:
![1]https://drive.google.com/open?id=0BxN6pbY6dKUYa0pjZUpPemlFcFk
As you can see edge on iphone6 has some effect applied to it, but it's not visible on iphone6s plus nor on my device (iPad air 2). It's not whole program thing, some separate views are clear on all devices. But I have no idea what this effect is and what for to search.
Every hint what to look for very appreciated.
Thanks a lot for sharing your experience.

Related

Issue with adding screenshots to AppStoreConnect

I've uploaded my app to AppStoreConnect and was working on getting all the data pulled together. Noticing the screenshot page, I took several screenshots of my app via the button on a iPhone 13 simulator. I tried to drag and drop the screenshots, like it should work, into the area. BUT I got this strange error:
I have tried different simulators and screenshots, but none of them seem to work. I've additionally tried to add screenshots for other screen inch sizes, but was unable. It seems quite unreasonable that the px dimensions should be 1242x2688 for a screenshot... considering that is about the size of my laptop's monitor.
Anybody know a way around this? It seems like (another) glitch... But I'm not sure. It would seem like taking a screenshot on the Apple simulator would work with the Apple website, but whatever.
Thanks in advance!

Submitting an iOS game, viewport is completely wrong for App Store reviewer but fine on all of our devices

I have a game we're trying to release in the app store for iphone and ipad, and while it works fine on all of our devices (a handful of iphones and ipads), when the app store reviewers try it the actual viewport they see is highly cropped and distorted.
This is an example options screen that the reviewer saw:
This is what that options screen looks like for us on an equivalent aspect ratio/resolution:
As you can see, it's just a small, off-centered square for them, surrounded by black. But we've tested this on devices like an old iphone 5 up to big ipads and have never seen anything like this, the game takes up the full screen and the aspect ratio is correct and not distorted or stretched.
One important detail is this is entirely an OpenGL and SDL program, not using any Apple UI frameworks at all. The render size is determined by SDL_GetRendererOutputSize(), which then is used in glViewport(), and the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag. This so far has seemed to work with both retina and non-retina physical devices.
Also all of the screenshots they've given us look the same, same little square viewport surrounded by black, so I originally thought they were cropping them on purpose to highlight specific components of the screen, but this appears to be just exactly how it looks for them as this square is in the same position in each screenshot. I've asked them for more information on their devices but they wouldn't tell me.
We also have the program set to only ever use landscape, not portrait, but the weird thing is that with the way our UI reflows, the only way to get that button to look squished the way it does there is if the game was somehow still rendering in portrait, as seen this example shot I took by forcing it to run in a very tall portrait window:
I don't even know where to begin to try to figure out what's going wrong for them though, because as I've said, everything looks fine when running in an emulator and everything looks fine when we've run it on several physical devices. Is there some build or release configuration I could be missing? Some OpenGL setting I should check? I'm just hoping this problem looks similar to something someone else has encountered before.
If you are on an equivalent device, then another thing that may differ is the accessibility settings. Search for display zoom in settings. Also, try locking the iPad into portrait mode before launching your app to try and reproduce.
Note the little double arrow icon in the lower right corner of the reviewer’s screenshot. I don’t know what that is, but it looks like it could be some kind of screen zoom or accessibility mode. Perhaps they can answer what it does, and how to enable it for yourself.
To follow up with the solution that worked for me, I noticed that in my project's General settings in Xcode, under Deployment Info, I had only checked iPhone and not iPad. What I've since learned is that without that checkbox, some iPads will have to run in an emulation mode, which may have been the source of our problem. Deploying a new build with that checked (as well as "requires full screen"), it rendered exactly the same on our own iPads, but the app was subsequently approved with no further problems. I had made no other changes to the program, so my assumption is that that setting likely fixed it.

iPhone app is running at iPhone 4 size with black bars after update

Previously the app supported the iPhone 5s/SE screen and iPhone 6-8 screens (not the plus sizes), this was done using launch images. So on Plus sized devices and iPhone X* devices it would display black bars above and below the app.
We then released an update where among other things a launch storyboard was added. All through the development of this update the screen size worked perfectly on every device we had. However after releasing the update on the App Store, for some users, the app now shows at iPhone 4 size (height/width ratio is 1.5). So now affected users on an SE have the black bars, and X* users have bigger black bars the before. This doesn't seem to affect everyone, and we can't replicate on our devices.
The deployment target is 10, so there should be no reason to use the old launch images method. And the update is definitely using a storyboard for the launch screens.
Has a similar thing happened to anyone else? Or is there something you have to do specially when releasing an update that moves to the storyboard method from individual launch images?
All the existing answers either say to make sure you have the correct screenshots, or use a xib/storyboard. We don't have any screenshots and are definitely using a storyboard.
EDIT: now after a few hours of restarting the app users are starting to see the correct sizes, implying it’s an iOS caching issue.
I have experienced it lot before.
Reason: iOS commonly keeps launch screens of all apps in its own cache system, So, unless your app get loaded,it can show that launch images/screen to user from cache. Now, As your app was previously having launch images and now moved to storyboard, it makes this problem.
Also note that, iOS always render your app in screensize which it have in launchscreen, thats why you are seeing black bars at top and bottom.
Way to reproduce: This will happen everytime you update your launch screen. Try adding some label or some other component to your launchscreen.storyboard and install it. You will not see updated launch screen for some duration.
Best Solution(It works almost for all): Just update your app's version number and install on the device. After version number get updated, it will take new updated resources.
If above solution didn't worked for you, then you can try for these alternate solutions:
Solution 01: Your user might have to delete older app and install new one
Solution 02: Your user needed to reboot their device after update.
Solution 03: iOS System itself refreshes its own cache after certain interval, so your customers might face issue just after updating... but will get resolved automatically after some duration(around 3-4 hours).
I experienced similar issues with LaunchScreen Storyboard changes and when switching from Launch Images. It is an iOS Bug, sometimes you need to reboot the device in order to see the correct LaunchScreen when changes are made, it is very odd and difficult to reproduce.
Most probably there is nothing wrong with your App...
Yes Jonathan, it has happened to others as well.
Sadly it seems that this is a real iOS issue, the problem is real (those negationists please believe).
I called the Apple Support and the developer/support staff that I talked with, seemed aware and/or heard the issue, although the response was unclear I did, nonetheless, report the issue properly. "They will check it out". Typical Apple sideways answer...
Now, current solutions:
It seems that what has worked is the On/off iPhone solution, drastic and heavily inconvenient but currently it's the only workaround "tested".
I am deeply sorry for not solving you inquire straight, but I think this affair is beyond any of us developers field of action, it seems (yet to confirm) an OS problem, which Apple and only Apple can fix for real.

Center a UIView inside a TableViewCell

I've been facing an weird issue which I have never experienced before (pretty new to iOS). I am trying to develop a blog reader app and I am using a UITableView inside my main View. Within the TableView I have added 1 prototype cell and modified it's height to be somewhat bigger.
In order to create a "floating", "shadow" or "card" effect within the TableViewVell I have added another View which will contain a cover image and a summary.
The problem I am facing is related to the layout that is displayed by the Preview Assistant for Storybords.
Even though for iPhone 8 (xCode 9.1) everything looks fine based on the constraints that I have put in place, for iPhone SE and 8 Plus things look weirdly different even though during the simulation things do not really look as described.
I have watched WWDC Videos, YouTube Videos, even some great tutorials but none seem to go beyond the basics and actually cover this issue that I am facing.
Here is a screenshot:
XCode Storyboards Preview
I made a simplified demo ofthe project which can be checked out on GitHub:
https://github.com/sebastiannitu/ConstraintIssues
I would very much appreciated if seomeone would calrify this issue for me once and for all. I am sure it's just me doing something silly but I cannot really waste any more time with this. I've already invested about 2 weeks in trying to figure this out!
Thank you very much for your replies in advance!
It's a mild bug in Xcode, but no big deal. Do this:
Change the device type in the canvas, e.g. to iPhone SE.
Switch away to your code, e.g. ViewController.
Switch back to the storyboard. Notice that the constraints have now fixed themselves in the canvas!
Show the Preview for that device type.
So it's mildly annoying, but it does work. Here's the preview for the iPhone SE:
Here's the preview for the iPhone X:
your constraints setup is fine . problem is with only assistant editor. if you run it in your simulator, View (orange View) will resize currectly.
Here is the screenshot for orange View, when running in iPhone 8s (left) and iPhone 5s.
i am not uploading project, but if you have problem then let me know.

How do you disable scrolling? I want my app to be displayed on full screen

I have been designing a app on xcode over the past week but I have encountered a problem. When I run the app on iPhone simulators (3.5 inch and 4 inch) my game is scrollable when it shouldn't be. I want my app to be displayed on full screen of iPhone with no scrolling.
I have not changed any of the settings in storyboard so I am starting to think maybe its a problem with the simulator?
Anyone have any ideas of what's wrong and how I could correct this? Any help would be appreciated
The question is pretty vague (how are you "designing" the game? With SpriteKit? UIKit?) but here is some reading material that should get you pointed in the right direction:
- AutoLayout
- Autosizing
I think this is just an issue with the simulator. It seems like if the resolution of the screen is below a certain amount, it shrinks the simulator window to fit, and then you have to scroll around inside the simulator to see the whole VIEW. I noticed this issue because my Macbook has a small screen. But when running on an actual device, it takes up the whole screen as it should. You could try using different simulated devices with smaller screens to see if it still does it.

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