ios:Application got stretched - ios

I have a legacy code in which autolayout is not used perhaps autoresize mask is used, but whats strange is that even navigation bars look stretched when I deployed that app to iPhone 6+. I have to modernize this app so that navigation bar stays 44pts in all device families, new keyboard appears etc.
Please suggest me ways to do the same.
Thanks
Ankit

as first step, add the right default.png. (https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LaunchImages.html)
==> That shows iOS you support the new screen size of iphone 6 / 6+
THEN
it dependents on your app. If you used fixed pixel values based on the old 'default' screen width. you'll have to make it all dynamic
if everything IS already dynamic, you're good
THEN (optional but recommended)
use the new #3x size for all your assets so they don't look blurry

Add a default.png for iPhone 6 and iPhone 6 Plus https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LaunchImages.html

Related

Removing launch screen file from Info.plist scales the views

I noticed something that when you remove the launch screen file entry from the XCode Info.plist file, any view of any view controller becomes scaled according to the screen size, so the views appear zoomed in on large screen sizes such as the iPad Pro (12.9 inches) and appear somehow zoomed out on smaller devices (iPad Pro 9.7 inches).
In that case it seems that the Auto Layout constraints have no effect as the scaling is done automatically.
I really can't understand what does this has to do with the layout constraints, so I appreciate if any one can explain what's the reason for that.
Without being able to provide deep details, iOS uses the launch screen definition (view or static images) to determine which size classes the app should use. If you have not supplied those, it seems you get scaling that you generally do not want.
That doesn't mean auto-layout no longer has any affect... it just means that the auto-layout engine is not using the current screen size for its size/positioning calculations.
You'll see very similar results if you explicitly set your project for iPhone only.
Simple, obvious solution: Don't remove the launch screen.
Yes this is expected behaviour... Same is for iPhone 6 Plus. If you remove the iPhone 6 Plus launch screen, it will display the iPhone 6 scaled version.
This is just for backward compatibility. If your app is not ready for iPad Pro or iPhone 6+, scaled version can be used by removing the respective splashing screens.
All current iPhone apps or iPad apps in AppStore those are not optimised runs as a scaled version.

Black bar appears on top when running on iPhone 6 & iPad Pro Simulator

When I run my game on the simulator, specifically on iPhone 6 and iPad Pro, it shows black bar on top of the screen. I have looked the answer up online and have literally tried every single thing and have went through all the answers, but none have worked. My deployment is set to 7.0 and have tried running with setting just set to LaunchImage from asset folder and LaunchImage & LaunchScreen.xib combined. I also do have the right size pictures required in asset including iPhone Retina 4, as well, and that doesn't fix the problem either. Is this just a glitch on the simulator or there is a way around this?
I got it working. For some reason my 2x images were short for the screen size, and had to extend them more. Even though height wise, my images had more length than the screen size.
Hope this helps people. I came across several people who had done everthing right, but still couldn't get it working. I believe it is because image isn't large enough to cover the whole screen
Stretched mode?
Are you providing Default screens in all sizes as suggested in:
Dealing with iPhone 6/6+ startup images
How to Update Your Apps for the 4-Inch iPhone 5 Display
Restoring integrity in Startup screens
Images clipped?
If not running in stretched mode, pick a View Mode best suited for your images, such as Aspect Fill and Scale to Fill, both of which will cover your UIImageView in LaunchScreen.storyboard.
Add Default-568h#2x.png Image with resolution 640x1136.
Make sure 'App Icons and Launch Images' look like below image:
it worked in simulator with iOS 9.

Views in storyboard do not resize properly on iPhone 6

I've checked a lot of different websites and stackoverflow answers, and I'm still stuck.
I developed an app for iPhone and iPad targeting iOS 7.1. I have two storyboards, one for each device. The app only displays in portrait mode. I cannot seem to get the app to display full screen on the iPhone 6 simulator.
I've tried numerous things, I followed the advice linked here by adding a Launch Screen, setting the iPhone storyboard to auto layout and "use size classes", and . Not only does that not affect the size, but the Launch Screen doesn't seem to scale properly either. If I get it to fit the iPhone 6 it doesn't fit the iPhone 5 properly.
I've tried adding the proper launch images and I don't get any errors saying the wrong image resolution is present.
I've used the storyboard as a Launch Screen described here.
Now, when I switched to "use size classes" I could manually extend the objects in the views to match up with the size of iPhone 6 (I have not tested it for 6s) but that makes it extend past the iPhone 5 boundaries. The only thing I can think of right now is to create another storyboard and detect if it's iPhone 6, but I would really like some other ideas.
Here's what it looks like for iPhone 6:
And here's what it looks like on iPhone 5:
Best advice i can give u is
Use default size class , the classic 600x600 and then use Auto Layout
Or do the reverse, take a 3.5inch size VC and apply Auto Layout on it. Everything will present itself quite perfectly if you can apply the right constraints
Here is a link for an awesome Autolayout tutorial

Resize app designed for Iphone 6 to scale correctly in iphone 5s

Ok, here is the problem I have designed an application for iphone 6 screen without size classes and autolayout.
Looking like below in the storyboard. As you can see its simulated size is 4.7 inch.
It works perfectly when running on iphone 6 devices obviusly.
However when trying to run the app in other devices than iphone 6 it wont scale proportional.
My hope was that if I removed the lanuch screen images only keeping the iphone 6 size it would scale to fit other screens looking the same as if it where run on a iphone 6 only scaled up or down depenging on device.
My launch screen looks like this now
It does infact scale the app but it scales the app in wrong proportion making it looked chopped like this.
Iphone 5s version of the app looks like this
As you can see it scales correctly but the aspect gets wrong compared to the iphone 6 version below scaling correctly.
Here is an ipad version looking like the iphone 5s version scaling wrong.
It seems to me that the scaling works since I have removed all launch images except the 4.7 display (iphone 6) The problem however seems to be that it scales keeping the aspect of an iphone 5 in width making the iphone 6 display to wide.
I have tried to add launch images for all devices but the problem then is that I need to use autolayout and size classes to make it work.
Is there any way to for instance tell the scaling to keep aspect but use iphone 6 width and height intact without using size classes etc.
To make the question even more simple. Is there any way to scale an app made for strictly iphone 6 so resize to iphone 5s/ipad?
Any help is highly appreciated!
Well, the "trick" with removing the other launch images doesn't work, as you noticed yourself.. This automatic scaling only works from 4" to 4.7" and 5.5" and is only to support older apps on the new devices, not for general purpose "I am too lazy to support all sizes" use cases.. ;-) Apart from that, you should definitely support the native resolutions.
So, to answer your question: You can either just use Auto Layout. This is definitely the preferred approach - after all that's exactly the use case that it has been built for.
Alternatively, if you really don't want to or can't use Auto Layout, you either need to make sure to set your auto resizing masks correctly (e.g. "flexible width" on the stuff that needs to grow/shrink horizontally etc.), or adapt your frames manually in code (which partially defeats the purpose of IB).
If you didn't use Auto-Layout or Size Classes, your only hope is to programmatically change the positions/size of each element individually in the viewDidAppear or viewDidLayoutSubviews method of your LoginViewController. You would have to do it also on orientation change (if your app supports it).
It's a lot of work that can be easily be avoided by using Auto-Layout/Size Classes!

iOS 8 UITableViewController separator scrolling render

I've come accros a problem with iOS 8 on the iPhone6 and simulator, when you have a UITableViewController with visible separators there seems to be some render problem. Now I could post some code but really if you make just a simple UITableViewController you would have the same problem, just look at eBay and Kijiji they all have this issue.
Normally you wouldn't see this small difference if it only happened once in a blue moon but if you scroll none stop you will see it flash. (less on Ebay since their separators are too close to white but Kijiji is pretty apparent)
Sorry I wanted to post a screenshot but sadly I don't yet have the reputation to do so therefore you will have to try it out yourself's.
Any help would be appreciated
Thanks
The reason why the separators flash is because the app is not designed for the larger displays, and the phone is upscaling the app to fill the larger screen. Since the separator height becomes fractional, the separator line crosses pixel boundaries and becomes antialiased, making it appear wider, lighter, and/or darker than normal.
The answer is to (wait for the developer to) update the app to support the native resolutions of the iPhone 6 and 6 Plus.
You can enable native resolution in your own app by adding launch images or a launch screen file.
Launch images
iPhone 6 requires a portrait launch image of 750x1334.
iPhone 6 Plus requires both portrait (1242 x 2208) and landscape (2208 x 1242) launch images, since it can launch apps in landscape as well as portrait.
Launch screen file (iOS 8)
You can add a launch screen storyboard or nib through Xcode.
In Xcode 6, open the File menu and choose New > File... > iOS > User Interface > Launch Screen.
In the General tab for your project's settings, look for the App Icons and Launch Images section. Set the Launch Screen File to the name of the file you created. This will set the UILaunchStoryboardName key in your Info plist.
Add Renders with edge antialiasing in your plist file, fixed the problem for me.
Remove the Clips Subviews on my custom cell did fix the issue for me.

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