Xcode : changing view size depending on screen size - ios

I would like to change view size depending on the screen size of the device.
For example, the view should not have the same size on iphone 4s and iphone 6.
The best way would be to use size class, but iphone 4s and iphone 6 are in the same.
Is there a way to add custom size class in order to do that ?
Or should I set auto-layout constraint programmaticaly depending on screen size ?
Thanks

At this point in time you really only have one solution, and it is using constraints.
Constraints have been existing for a long time now and should be used in all iOS projects. Never EVER change view sizes using their frames. Always adjust the constraint instead.
You can achieve pretty much anything using constraints. There are many tutorials / stack posts about it, you'll be able to look it up.
From what I understand here, you want your view to be bigger on bigger screens, and smaller on smaller screens. Without any other information i can only show you a very trivial example.
Add 4 constraints in storyboard (or in code, but it's just easier in storyboard I believe) from your resizing view to another view. Those four constraints should be Top, Bottom, Leading and Trailing (Up, Down, Left and Right).
Each constraint will basically say "my view should be X units from its superview, on that side".
If you go in the constraints attributes you can configure different things, like "I want my left side to be X units from the right side of that other view".
I suggest you mess around with colored empty views and see how they work, and if you can, have a more experienced programmer answer your questions on the side, because constraints, as simple as they are, are quite confusing at first. It took me about 2 months to be what i consider comfortable with it, and I'm a full time developer.
I can answer a couple more questions here if you want, but I'm pretty sure we'll be off topic really fast !
Have fun using constraints, they're great !

Related

UITableViewCell margin inconsistency (Static cells)

I have an interesting issue with a margin inconsistency between different devices. Here are 2 screenshots from iPhone X and iPhone 6+ respectively with the same iOS (11.4.1) and running the same app.
You can see that on the iPhone X everything is aligned properly (as well as in IB), but on the iPhone 6+ there's a 4 pixel inconsistency.
This is a table view with static cells. All the menu items are the Basic style, except the second one ("Offline mode") which is in Custom style with custom constraints. In basic style the UILabels have X=16. My custom constraint also has a constant value of 16.
Of course, I can change my custom constraint to 20, but then the situation flips. So on the iPhone 6+ it will be all aligned properly, but will be misaligned on the iPhone X.
I tried to find out where these 4 pixels are coming from, but found nothing. Please help.
The problem is that you have pinned your label's leading edge to the edge of the content view with a constant of 16. That is not how the other cells work, so you get different results.
Instead, pin your label's leading edge to the left margin of the content view, with a constant of 0. The left margin is 16 on a smaller device and 20 on a larger device, which is exactly the difference you're seeing for the other cells (because that is exactly how they are configured).
Matt's answer is correct. I just want to add more details, because it may be beneficial for someone else. So, it turns out that all I need to do is to check the following checkbox in my constraint properties in IB:
Looks pretty simple when you know where to look for.
Generally as soon as you start needing to control the margins etc of table view cells your best bet is to leave the built-in stuff behind and make custom UITableViewCell subclasses with explicit constraints and subviews.
In this particular case the screen width is different and the basic cell type calculates its margin constraints relative to the screen width. If you look on the right side you will see the same kind of inconsistency with the positioning of your switch control relative to the disclosure indicator in other cells.
(EDIT: Easiest solution, depending on what you're aiming for, is as matt suggests, pin to the margin of the content view rather and the actual edge.)
If you want, you could adjust your own constraint on your custom cell so that it is not constant but relative. You could figure out what multiplier you would need by looking at a few different device screen sizes to see if it's constant (e.g. iPhone 6, SE etc). But it may be more practical in the long run to use your own subclasses. Note you generally do want to use relative constraints for things like this, since your constant margins might look fine on one screen size but weird on another.
This is not ideal but technically you could also check what device the user is using (or what the view's width is) and return an appropriate constraint using a switch. Although, if you really are only concerned about the iPhone X vs the 6+, then you might want to consider doing that.
You might also want to consider using a form library like Eureka but there's a bit of a learning curve with anything like that, especially when it comes to customizing the appearance of cells and their subviews.

Constraints for universal storyboard on iPhones

I'm struggling a bit with constraints on iOS with the differents screens sizes nowadays.
I tried google and stackoverflow to find a solution but my english does not seem fluent enough to find an answer.
I got 4 buttons verticaly aligned, the first and the last one are constrained by the edges of screens (kinda easy). But I'm really struggling with the constrains of the 2 middle buttons. I can't find a way to make them equally spaced from the left and right buttons on every size screens.
Is there something easy and tricky to make these constraints right ? Or am I doing it wrong and should I try to do it programmaticaly ?
Thanks
Add three invisible views in middle of each button, make their width equal with each other with constraint then your four buttons will be equally spaced. For the Y then you just need to pin it at your desired place.
If you are going to support only iOS 9 and higher, then use a UIStackView.
The solutions to this problem is very simple. This can be solved using the concept of "spacer views". You have to place invisible views between each red coloured view. You would be requiring 3 in your case. Then make their background as clear colour. .
Next, make their width equal and constrain their edges to the views that are after and before that view. You then define the size for red coloured view.
REMEMBER dont give the "clear coloured views" any fixed width. It would be determined by the runtime.This would solve the problem. Tell me if any more information is required.
Here is a blog post for the solution for this
http://adamdelong.com/fluid-layouts-with-auto-layout-size-classes-spacer-views-and-constraint-priorities/
This is the youtube video for this
https://www.youtube.com/watch?v=eSG-3-QpmWk&feature=youtu.be
Besides Tj3n's answer with views between buttons, you could use
A UIStackView (iOS 9!) where you use for settings Axis: horizontal, Distribution: equal spacing
A Toolbar (depends on what you want to do with your buttons) with toolbar items and flexible Space between them
Why not size classes? Apple introduced the concept of adaptive user interfaces in iOS 8 relying on a combination of Auto Layout and size classes.
If you aren't aware of what is size classes, there are plenty of tutorials available, please find one.
Summary: Apple very cleverly removed two story borads for iphone and ipad and made a single story board for universal app. No you dont have to struggle trying to apply autolayout constraint that satisfies all the screen sizes :)
Below are few of the size classes and their meaning :)
Regular width x Regular Height ----> iPad Potrait mode/ipad landscape mode
Compact width x Regular Height ----> iPhone 6 plus,iPhone 6,iPhone 5s,iPhone 5,iPhone 4s potrait mode
Compact width X Compact Height ----> iPhone 6,iPhone 5s,iPhone 5,iPhone 4s landscape mode
Regular width x Compact Height ----> iphone 6 plus landscape mode.
You can select the size classes you want to support from story board :) and start applying constraints specific to each size classes (like buttons in middle) or if you have generic one (like your buttons fixed to screen) for all the size classes.
You can deploy, remove, reuse or delete the constraints form various size classes.
SUMMARY: Buddy, If you are not using size class yet, its a high time to start using it :) There is a wonderful video on it in apple WWDC sessions 2014 i believe. Download, watch, start playing with it.
Happy coding :)
you can use equations to get this appearance.
use views' trailing points to get this.
View1.trailing = superview.trailing*(2.0f/9.0f)
View2.trailing = superview.trailing*(4.0f/9.0f)
View3.trailing = superview.trailing*(6.0f/9.0f)
View4.trailing = superview.trailing*(8.0f/9.0f)
if you make View1.width = superview.width*(1/9.0f) you can achieve what you want.
there are a lot of similar solutions for this issue. but the base is using trailing points.
It may also be done with using centerX positions of Views.
View1.centerX = superview.trailing*(3.0f/15.0f)
View2.centerX = superview.trailing*(6.0f/15.0f)
View3.centerX = superview.trailing*(9.0f/15.0f)
View4.centerX = superview.trailing*(12.0f/15.0f)
Thanks to LearneriOS answer, I solved my problem.
In order to get my wished result, I created 3 views with 10 width.
My first and my last button were already constrained. I constrained my first extra view to my first button with Horizontal spacing then i constrained my first extra view with the Center vertically in container. I then constrained my extra view to his own width and heights.
There come the important part: I did go on the constraint menus and selected the width constraint. The value inside was still 10 but I did change the priority from 1000 to 750.
Then I did copy my first extra view and constrained all of them to the nearest buttons, the same way I did with my first entra view but I removed their width constraint (to all the extra views but the first one) and constrained the extra views with the first one by plugging the: Equals Width.
Then I got my result, I hope it was clear enough and thanks again.

iOS / XCode Auto Layout Woes. Easier Way?

I'm wondering if xCode auto layout / constraints are really as frustrating as I think, or am I just not understanding them. For example, I started with this basic label in the view controller:
Fair enough. A box with text that has equal margins on the left/right and a smaller top margin. Now when I run any size device, that gets skewed/cut off from the device view. So right away for some reason Xcode thinks that despite me putting the entire label in the view controller, it things it should display halfway off the screen. Don't get it but okay, so I went ahead and added auto layout constraits to the right, left and top margins. The result is:
So it centered it, which is nice, but now it just ignores the fact that I made the width larger and it just shrinks it down anyways? For something so simple this seems to be very...unreliable. I then added the "aspect ratio" constraint and it seemed to look fine in all of the devices...finally!
I curiously also simply tried to get rid of all those, and simply add the "aspect ratio" constraint and the "horizontal center in container" constraint. On the main storyboard preview (not the simulator) it looked like this:
Not what I'm looking for, as it's not stretched downward like I want, they shrunk it again. However...when actually running it in the simulator...it looks perfect, the way I want it to in the first picture of the view controller.
Why the preview and simulator differed, I suppose (from reading other questions) it's because there were a few warnings after I added these. One was that the horizontal and vertical positions are one initially and will be different at run time. But when I ran it, it definitely held the initial ones and not the ones they said it would be at run time. It also told me that vertical position was ambiguous...well yeah I only set a center and aspect ratio...pretty obvious and not sure how I'd even solve that error. It solves it when I delete the horizontal center...but now it's not centered which is a step back from what I wanted.
Long story short, how do I deal with this. My previews and simulations aren't accurate with each other even for the simplest auto layout specifics. Apps nowadays are so complicated and on every device they scale and work beautifully, and this seems to not agree with even just one label.
Does anybody have any good articles, advice, or anything that would help me? This auto layout stuff seems to be so picky and that's really all I know so I have to deal with it. And don't even get me started on why the text doesn't scale with the label...why would I want the text on an iphone 4 to be the same on an ipad even when my label is increasing in size with the device?
A lot to go through, but it's just very frustrating and I can't see myself doing much else before I try to understand these basics. Thank you and much appreciated.
I think you have to understand constraints first...without that you always made things frustrating....For understand the constraints you can check this links
http://www.raywenderlich.com/50317/beginning-auto-layout-tutorial-in-ios-7-part-1
http://mathewsanders.com/designing-adaptive-layouts-for-iphone-6-plus/
It takes a bit of experience to get used to it, but once you get it, you get it for good and it's very easy.
Basically the rule of thumb is don't trust exactly what you see in storyboard when it comes to the size of the actual object. Say you have a UIView centered horizontally and vertically in the main view. True it will try to keep the size of that UIView but center it in any size device, but I would never just leave it at that. I would either:
Add width and height constraints
Add a width/height constraint and an aspect ratio constraint
Add a width constraint and top and bottom constraints
Add a height constraint and leading and trailing constraints
Add top, bottom, leading, and trailing constraints
In other words, the exact size of the object should always be determined via the constraints, and not by the UIView itself. This gets away from the finicky behavior and also ensures that it's displayed on any device exactly the way you intend it to.

iOS iphone formatting: What is best way to format page so it works on all screens?

I have looked at umpteen tutorials, google posts and questions on SO but am still struggling with best way to layout a page for an iPhone app.
Part of the problem is many of the tutorials and questions are old and discuss ways that may have been optimal at some time in past.
Now, in May 2015, what is best-simplest way to have things like textfields and images layout so they display properly in common iPhones i.e. iPhone 4, 5, 6 and 6Plus?
Is it necessary to use constraints? I've gone down this road but found it very labor intensive?
Can you use blue lines as recommend in Stanford 193P tutorial? Or is there any rule of thumb way to layout a picture or a text box so that it looks good in multiple formats i.e. some number of points or using blue lines.
Storyboard in Xcode 6.0 is now 600x600 from what I can tell so a lot of times what you lay out looks horrible in the simulator. But the simulator is not an actual iPhone.
Thanks for any suggestions on right way to do this.
My answer is AutoLayout,in other words Create constraints
You can change storyboard to device as you like by click here.
You can use blue line as reference then let XCode auto create. But in this way,you are not always get right layout
Also,you can create layout by here
And you can create layout by Control + drag
By create layout,it is easy to place you views
You essentially have two choices; constraints or frame math. Both have their benefits and detriments.
The benefit of layout constraints is that you can figure out universal relationships between subviews and their superview. (e.g. It's always 20 points from leading and trailing edges or it's always dead center x and y) Once you do that, you only need to write layout code once and it will work across all device screen sizes. Also, if you ever plan to support iPad or rotation on iPhone, the work it will take to support that functionality is minimal. Another huge benefit is that if a view's frame changes, it will take care of resizing and laying out all of its subviews for you so you can modify the size of a container for example and not have to reset all of it's children's frames manually.
Constraints are "more modern" than frame math and definitely Apple's preferred method.
The issue with constraints is that the code is more verbose. Views also depend on their superviews to lay themselves out. If everything is done correctly it works great. But if you make a mistake adding constraints to one view it has the potential to trash everything else that depends on it. Once you get everything figured out it does exactly what it advertises. But getting to that point can be, in my opinion, more complicated than setting frames explicitly since there are more moving parts.
Frame math still has it's place sometimes. It has the benefit of being fast and relatively concise. Back when iPhones all had the same sized displays it worked great and if you are laying out in a view with a guaranteed rect there's no reason to need to avoid setting frames.
The problem with frames is that you are expected to support all the devices that run iOS 8. If you are laying out with frames that means you could have to write 5 different sets of layout code to support 4s, 5, 6, 6+, and iPad and 5 more sets if you want them all to rotate. This isn't always tenable.
In the end it comes down whether or not your containing view has a guaranteed height and width. If the answer is yes (like laying out inside of a collection view cell with a static width and height for example), I would have no problem leaning towards frames. If not, auto layout is the way to go.

Not understanding auto layout, constraints and size classes

I'm a bit stuck and any help would be greatly appreciated!
I'll give you a quick overview. I have designs for a screen that were built in sketch using an iphone 6 screen size, then redesigned to fit and look right for an iphone 5/5s/5c, and 6 plus as those are the only devices that I want to support.
But the design portion or implementing the designs for just one specific screen size is easy and I understand that part. Where am I'm lost completely, is how to implement a design in one view controller that looks the way that it should in all the screen sizes I designed for.
I've gone through more than a few auto layout and size class tutorials and not sure how I properly use them so that the app recognizes "this is an iphone 5, use these image sizing and placements instead, and this is an iphone 6 plus, use these" and so on.
Everything I've seen to this point regarding auto layout and constraints only use 1 set of numbers to judge distance from elements for example, but all screen sizes would have different distances.
What am I missing or not understanding? I know I'm looking at something improperly.
Thanks in advance for all help!
You're correct that just one set of numbers could be used to judge distances, but this can still describe how a view should appear on different screen sizes. Your problem may be that you're thinking of constraints as describing the frame of your view? (Which obviously has to be different on every device). I find it more helpful to think of constraints as describing how each edge of my view relates to another view.
For example here's a view controller I setup with all the same constraints and how it would look on different devices. The constraints describe how the large grey view is pinned it's left and right edges 20 points from the left and right edges of its container view. It's pinned to 8 points from the top and 8 points from the top of the label. The label is centred vertically and horizontally and it has intrinsic content size. Each button is pinned 20 points from the bottom edge with button 1 and 2 being pinned to the 20 point from the left and right edges respectively.
I don't know if that helped or if that wasn't the answer you were after and you need to arrange your views differently depending on the device: you can tell Xcode which device size and orientation the constraints you're creating are for, using this button in Interface Builder.
Use it to select a device size/orientation. After, any constraints you create will only be used on that device. By default any width and height are selected so normally your constraints are applied to all devices.
Also, you cannot choose which devices you want to support, only the iOS version.

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