Normally when I create an XCode project and run it the iPhone simulator looks normal, here's a picture:
This time I have used a Parse Starter Project, so that I can implement parse in my app, but for some reason it is scaled down to what seems to be an iPhone 4s, which looks like this:
If I go to any other project the simulator looks normal, but when I run the Parse Starter Project the simulator does the iPhone 4s scaling.
The problem is that you have forgotten to give your project a launch screen (e.g. LaunchScreen.storyboard). The presence of this is what tells the runtime that your app runs natively on the 6 / 6 Plus. Without it, as you have rightly deduced, you are running in "zoomed" mode.
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We finally got a 12.9-inch iPad Pro in the office! However, when putting our app on it, it's just stretched to fit the screen. Looking at the project file, I don't see any settings that would change this. How do I make our app properly scale on these large iPads?
I already tried Googling this, but I keep getting reviews and people begging for Xcode on iOS:
How do i make my app work on iPad Pro?
Make Xcode project iPad Pro compatible
iPad Pro .xcodeproj
Making your app work in iPad Pro
How to optimize app for iPad Pro
etc.
If you build with the iOS 9 SDK, then your app is expected to support all resolutions. Same if you use iOS 8 SDK and use a launch storyboard. Without that, iOS assumes that you don't support the resolution, but scales an iPad app. So that's what you need to do: iOS 9 SDK, and/or launch storyboard.
I'm building an app with the latest version of Xcode.
all of my views in the storyboard are based on the iPhone 6 frame (4 ,7'' screen)
I have an iPhone 6 (4.7'' screen)
Here is the problem:
if I open the assistant editor > preview > add iPhone 5 and add iPhone 6, the iPhone 6 view looks exactly how it should look.
if I run the app on the iPhone 6 simulator, again it looks exactly how it should look.
I run the app on my own device (iPhone 6) – it looks exactly how it would look on an iPhone 5 (4'' screen)!
I know some of you are gonna tell me add constrains but I'm not there yet. I usually do that at the end. What I want to know is why does everything work and look just fine (simulator and preview ) until I run in my device and how do I fix that?
I mean even without constraints my phone should run as it looks on my storyboard since it's all built on iPhone 6 frame and I'm running it on an iPhone 6... and it should run on my device as it runs on the simulator... why is my phone acting like an iPhone 5?
I'm using Auto Layout/Constraints with Interface Builder in Xcode 6.1, so that my App renders correctly on all iOS devices. It works great across the iPhone 4s/5/5s/6 simulators and a real 5s, but part of the view is cut off when I run it on the iPhone 6 Plus Simulator.
To debug this, I downloaded the AlternateViews example code from Apple, and saw the exact same behavior. Then I tried to write a really simple test App, and saw the same thing again. I noticed that the iPad Air Simulator also cut off part of the view, and when I tested on a real iPad Air, the simulated/real displays did not match. I feel like there is something wrong in my dev setup (not a bug in the iOS Simulator), but I've double-checked everything and even reinstalled Xcode. Please let me know if you've seen this before, or have a recommendation on what to try next. Thanks!
AlternateViews Example on iPhone 6 Simulator:
AlternateViews Example on iPhone 6 Plus Simulator:
My SimpleTestApp on iPhone 6 Simulator:
My SimpleTestApp on iPhone 6 Plus Simulator:
My SimpleTestApp on iPad Air Simulator:
My SimpleTestApp on Real iPad Air:
I've seen this offsetting on rotation issue, starting in June 2014 when iOS 8 first went public, and I submitted to Apple a test project that showed how to reproduce it. In most cases it is possible to work around and prevent it, but my test project continued to demonstrate the issue.
A few weeks ago, however, Apple replied to my bug report, asking me to test in iOS 8.2 (available in beta as part of the Xcode 6.2 beta). The issue could no longer be reproduced!
Therefore I would suggest that what you're encountering is, at least in part, a genuine iOS bug, and that iOS 8.2 will prove to have fixed it.
If I select normal iPhone simulator in Xcode 5 or Xcode 5.1.1, I am able view simulator same as an iPhone.
But, if I try the same thing with a 4-inch iPhone simulator, retina or non retina, (iOS 6.0, 7.0, 7.1), I'm not able to view simulator like iPhone. It's just showing only the screen, but not the skin or body?
I have tried to select iPhone 4-inch simulator and window scale 100% but it is just showing very big simulator.
If I do same thing for the normal iPhone simulator, it works fine and simulator shows like iPhone, but not for 4-inch simulator. How to get that?
I guess it would depend on your screen size, because I have the same "problem". However, it shouldn't be an issue.
If you need the home button functionality, you can just press Shift-Command-H
If you need to lock, it's just Command-L
That should be all you need in terms of what the skin can do...otherwise I don't really see the point in needing the skin.
The skin makes sense to have for making app preview videos. Now that we can add preview videos to the app store, we can't use the simulator to make a real looking phone simulation
While the iOS Simulator doesn't let you display the device skin/chrome, there are third-party tools that can. For example, I use an app called Reflector that basically makes your Mac look like an Apple TV on the network. You AirPlay the app as it runs on your device (not the simulator) to the Reflector app on your Mac. It, in turn, displays the screen and the skin/chrome around it.
(Looking for the URL, I just noticed that it now lets you display on Windows and allows you to "cast" Android apps as well.)
I created an application and it runs OK when I use the iPhone Simulator. When I try to run it on the iPad Simulator it doesn't work.
Several things that may assist anyone who tries to assist with this issue:
In the iPhone Simulator I tried to change the Hardware settings - selecting Device---iPad and also changing the Version (3.2 and 4.0). did not do any difference.
When it runs with the Device---iPad selection it simply opens it with iPhone Simulator
When I open the iPad Simulator without Build and Run from XCode I don't see my app in the applications list on the simulator view.
Should I define something in XCode or in the simulator (like saying "this application should also run in iPad")?
May the problem be related to versions issue? Any other ideas?
The simulator will open to which ever device the project target is set to. Therefore, if you set it to iPhone it will always open in the iPhone simulator. Similarly if you set it to iPad it will only open in the iPad simulator. If you set it to be Universal, then it will support both.
It has nothing to do with which hardware type you select in the simulator. You have to change the target Devices.