Image assets appearing at wrong resolution on iPad Pro - ios

I am using tabbar controller. I have added tabbar item images to image Assets as 1x, 2x and 3x respectively.
When I run the app with iPhone and iPad, it is normal. The 2x image size is 60*60 and tabbarItem. Image shows 60*60 for iPad. But when it comes to the iPad Pro, it is showing 30*30. Could any one explain why this is happening and how to resolve it?

Related

Launch Screen .XIB with full screen image view

I have created LaunchScreen for my iOS app project which has an image view which is anchored to top, left, bottom and right edges of root view with 0 space.
Q1.What should be the resolution of the image for supporting all screen sizes for iPhone and iPad in landscape or portrait?
Q2.Should I be again providing images of different resolutions for different screen sizes and orientations for iPhone and iPad like LaunchImage asset?
Q1.What should be the resolution of the image for supporting all screen sizes for iPhone and iPad in landscape or portrait?
Regarding to #heximal
You can set "Scale to fill" mode for your image view and provide any image size (size of you xib, for example).
Q2.Should I be again providing images of different resolutions for different screen sizes and orientations for iPhone and iPad like LaunchImage asset?
Create new image set in assets and provide just 3 images for your launch screen -#1x #2x #3x
Refer:
Or visit below link for all image sizes:
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html#//apple_ref/doc/uid/TP40006556-CH27-SW2

Launch Screen Image size for all iOS screen sizes

I am trying to create a lunch screen image for my iOS app. But I am not sure whats the right size for it.
According to apple website for iPhone 6 the size should be 750 x 1334 (#2x) for portrait.
But my question is, how to create a launch screen image that will fit for all screen sizes such as iPhone 5, 5s, 6, 6 plus, iPads etc?
Whats the correct way of doing this?
Go to images.xcassets
there you can see launch image sizes.Just Enable iOS version from right side.
iPhone Portrait iOS 8:- 1242*2208 (5.5 inch)
750*1334 (4.7 HD)
iPhone Landscape iOS 8:-2208*1242 (5.5inch)
iphone Portrait iOS 7,8 :- 640*960 (#2x)
640*1136 (Retina)
iPhone Portrait 5,6 :- 320*480 (#x)
640*960 (#2x)
640*1136 (retina4)
But my question is, how to create a launch screen image that will fit
for all screen sizes such as iPhone 5, 5s, 6, 6 plus, iPads etc?
That will be very hard to do. The devices have different aspect ratios and the difference in size between say iPhone 5 and iPad Air is pretty big to use one image for all. If you want to use the classical launch screen with a screenshot, resizing one image won't look the same as the user interface on different devices. If you want a launch bitmap image you will need to supply all the necessary sizes.
Whats the correct way of doing this?
You can create either launch PNG image or launch screen as a storyboard.
For launch image, your project has an assets catalog. Either use existing or add new iOS launch image. The editor will show you all required sizes.
For a storyboard, your application probably already has LaunchScreen.storyboard. You typically won't create specific size or sizes here, but use auto layout that will resize the screen appropriately.

Issue on iPad 2 simulator with Tableview Graphics affecting only non-retina display

I have an issue with the top left tableview graphics not displaying properly only on the iPad 2 simulator. Both the iPad Retina and iPhone displays all render the image properly in bounds of the tableview's top bar. Essentially, I am updating an iPhone app on iOS 7 to a universal app supporting iOS 7 as well. And it only displays the image outside of the tableview's top bar on the non-retina display in the iPad 2 simulator.
Incorrect:
https://i.imgur.com/jQowo6N.png
Correct:
https://i.imgur.com/e1CMzxt.png
Whoops! I found out the issue. I was using XIB's to set the size and xcasset's to load the images, and the 1x image was the same dimensions of the 2x image, so it was oversizing the image when compiled. So the non-retina display was four times as large as the needed dimensions.

How to scale images to different iPhone screen using storyboards?

I am developing an app in which i am displaying certain images such as delete icon,search icon.I have images by names are
delete.png
delete#2x.png
delete#3x.png
I have created images.xcassets & added the images in that for 1x,2x & 3x. Now i have added an UIImageView on story board & it's default image is delete.png(32*32) it runs fine on 3.5 inch screen but images does not scale on 4.7 & 5.5 inch screen iPhone. Can some one please help me out.What to & how to do it?
I thick #Banning and #Fatti Khan suggestion will be the solution of the problem.
Instead of using image name as delete.png use just delete
as a ratio set the images with the exact size as example if the 1x image is 30 px then 2x must be 60px and 3x 90px
1x images are for the original iPhone through the 3GS - 'standard' resolution devices (3.5" screens)
2x images are for the iPhone 4, 4S (3.5" Retina screens) and also 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)
EDIT:
please clean your project and then check again (cmd+shift+k) of delete your derived data.
also check your view is autolayout enable or disable.
or
add The launch image Default-568h#2x.png as i thought your Code unable to detect the different type of screens it have,so follow this steps
First I would like to suggest that,
Preapre all Images,
Select Project from Project Navigator And Go to Summary and scroll down this
screen appears, then right click on that and choose file from your
computer it will automatically copied to project and it will entered
in plist file also..
if your application is universal then you have
to set for iPhone and iPad Both.

How can I get the Xcode storyboard and the iPhone Retina (3.5-Inch) simulation to use the correct xcassets images?

Weird problem here which may be a bug in Xcode...
Using an Xcode 5.1.1 storyboard with auto layout, I am working on the design of a view controller that contains a full iPhone 4 sized UIImageView that references an xcassets image set. The xcassets image set includes 1x and 2x iPhone 3.5-inch images, and an iPhone 4 R4 image.
Problem 1: Once I set the Image View Image for the UIImageView in the utilities panel using a View Mode of Aspect Fit, the storyboard shows the smaller iPhone 3.5 image with white spaces at the top and the bottom of the view instead of the iPhone 4 image which would fill the entire storyboard representation of the view, as they are the same size since Xcode infers an iPhone 4 sized screen in the storyboard.
Problem 2: If I ignore problem 1 and run the program using the iPhone Retina (4-Inch) simulation, the applications selects the correct image size from xcassets and everything seems fine. However, if I run the simulation using the iPhone Retina (3.5-Inch) simulation, the applications also selects the correct sized image, but pushes the images down and display white space at the top of the page.
Before I start hacking around these problems, I thought I would reach out and see if anyone else has experienced either of these issues. Any help will be greatly appreciated.

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