When viewing an image in a UIImagePicker on the iPad (using the simulator ios9) the selected image from the library is very small (see iPad example below). Now if the same image is selected on other devices (iPhone 5 .6 .6Plus) the selected image is always full screen (see below).
I have an iPad2 (non retina) and if I run my app on this device the image in a UIImagePicker is full size like on the iPhone.
So is this only a problem when running the iPad simulator?
I need the image to be full width like on the iPhone
Unfortunately it is a bug in iOS 9 not yet resolved
https://forums.developer.apple.com/thread/19999
I would recommend to develop a custom crop view controller
Related
I am using iTunes Connect to submit an iOS app and I wanted to get screenshots of the app on an iPhone 5 (4 inch screen) and an iPhone 6 (4.7 inch screen), both of which I own. Apple says the image sizes for the screenshots need to be 640x1136 and 750x1334 respectively
When I took a screenshot on the iPhone 6 of the app and sent it to myself through email, as the "actual size", the image was 640x1136, not 750x1334. Why is this?
In Xcode the iOS Simulator makes the app look much worse (lower quality imagery and glitching in some tables/images) so I don't want to take a screenshot from that. How should I go about getting a screenshot of the proper sizes?
Your iPhone 6 is in Zoom-Mode. You have to change it to normal mode. Go to Setting - Display & Brightness - View-zoom (translated from Germany).
The iOS Simulator brings full scale screenshots even if the simulator is scaled down due to your computers screen size.
Edit:
the iOS Simulator no longer brings full scale screenshots if scaled down, you have to scale to 100% to get the right dimensions on the simulator
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.
I am developing an app support iOS 6.0 and up and only in landscape mode for both device.
I have an issue in splash screen/launch screen for landscape mode, I have used 2 approach but didn't work properly.
Approach 1: When I use Images.xcassets to set Launch images. It work fine in iPad device of any OS but don't work in iPhone device as specially in 4" screen phones and 4.7" screen phones.
I have attached image of Images.xcassets as below:
Approach 2
Now because of above problem, I have used lauchscreen.xib for iPhone and iPad. Now problem is, when i use this approach, Splash screen display as a portrait mode rather than landscape in iOS 7.1 only.
Supported Device Orientation:
I was shock when I read this and heard about it..
Till iOS 7, Apple don't support Landscape mode for iPhone and iPod. Apple supports Landscape mode only for iPad.
So what if we develop app and give support from iOS 6 / iOS 7?
Solution:-
In Images.xcassets, select iPhone for portrait mode and add rotated image with 90 degree.
Let's understand with Step by step process :-
Suppose you have image with 480x320 dimension image.
Open that image in preview(Image editor)/photoshop.
Now rotate that image and save it.
Add rotated image at respective place in Images.xcassets.
Clean Project and run.
Please make sure your orientations are set appropriately. Also please refer this link for more details :- iOS 6: How do I restrict some views to portrait and allow others to rotate?
I'm building an app that works fine on iphone 5. When I look at it on a iphone 6 or 6 plus however, I see that the keypad is stretched, basically zoomed in. I'm using autolayout and storyboards.
What do I need to set in order to make the keyboard scale to a normal size?
You need to ensure that the app is optimized to run in the native resolution of these devices, rather than the zoomed compatibility mode. This can be done by setting a properly-sized launch image for the iPhone 6/6+.
These launch images will be labeled Retina HD 4.7 and Retina HD 5.5 in your launch images file, respectively. If you do not see these options available in your launch image assets, create a new launch image set and they should be there.
The way UIImageView autorotates some images and not others (or autorotates images at all) completely baffles me and I can't find the settings to turn off this autorotate behavior.
As a test I created a project using the iOS6 SDK targeted to iPhone 5 with the following steps:
I took a photo using my iPhone 4's front facing camera with portrait orientation
transferred it to my desktop using DropBox
imported it into my project and specified it in StoryBoard as the source for a UIImageView.
These are the layout settings for the imageView:
Running it in the simulator for the retina3.5 and iPhone 5 the image appears upright:
Running it in the simulator for the retina 4 I get this rotated image:
Obviously something odd is going on.
I am completely baffled and frustrated with this UIImageView auto-rotation. I've run into this before and spent fruitless hours trying to sort it out. I understand that images taken with the iPhone cameras have an orientation property. I don't understand why an image taken in portrait mode is not displaying in portrait mode in the retina 4 simulator.
Is there a way I can turn off this "help" from UIImageView?