iOS simulator screen size - ios

It is just 2days to start iOS programming.
So I'm very beginner in this area.
<--This image is in iOS simulator. As you see right part is cropped.
<--This image is original UI.
I don't know why some parts have gone.
I am using MacBook Pro 2011 with Yosemite OS and brand-new XCode.
I tried cmd+1, cmd+2, cmd+3.
Please help me.
Thank you in advance.

Go to file inspector and uncheck the "use size classes" option, this is due to newly introduced size class feature to support all devices in ios 8

The new user interface works with all sizes of devices at once. The default size is 600x600 as you are seeing. When you simulate, is uses autolayout and constraints to arrange objects for the desired screen, aka an iPhone.
If you want to place the label in the center of the screen, Ctrl+drag from the label to the background, release mouse and buttons and the constraints options will appear. Click Center Horizontally in Container and Center Vertically in Container.
Run again. It will be centered.
Best regards

Select your view controller and find size inspector, Change fixed to freeform and give whatever size you want

I had a closely related question, and Mehul Thakkar's answer helped me to get where I needed to be, but I'm adding a new answer to flesh out both the question and answer a bit.
I was working on an iPhone app for iOS 8 that was shrinking the interface on larger screens to the size of the iPhone 4s. I don't use storyboards or Interface Builder nib/xib files at all, and do everything programmatically; for iOS 7 and earlier, I didn't bother making an explicit launch screen as my UI was simple enough that it loaded very quickly and a launch screen wasn't necessary.
Anyway, after finding this page and poking around a bit, it appears that creating a launch screen storyboard or nib/xib is now necessary on iOS 8, if you want your application to run at the correct size? (At least, I couldn't find any other way to coerce Xcode to do it in the project settings or whatnot.)
To do this, I created a new launch screen .xib file, unchecked "Use Size Classes" in the "Interface Builder Document" section of the File Inspector of that .xib file, and set the "Launch Screen File" under the General tab of my target settings to use that .xib. After that, the app ran at full screen size again.
This works for me and I guess I don't mind putting in a few minutes to turn the .xib file into a proper splash screen, but I'd be interested in hearing if there are other/better ways of making things work in iOS 8 and beyond, for those of us who hate our lovely code being tainted by the presence of those nasty storyboards/nibs/xibs...

Related

iOS 13 Project without Storyboard displays funny

I have this project that is not using storyboards when I run it on my iPhone simulator it is not coming up full screen ?
From the viewcontroller property inspector select the presentation and set it to full screen it will work check the below image
check the content mode it should be scale to fill and size as freeform
Add below image to your project. Using the name Default-568h#2x.png
Because Xcode doesn't know your app size so this will pickup smallest size 320x480. With this image and name I suggest above, Xcode will recognize your app support bigger size.
Don't worry when running your app in smaller device, it's still OK.
Image HERE
This might be related to issue in launch screen. I also setup the project without storyboard but deleted the LaunchScreen.Storyboard as well and ended up getting the same screen as yours. After I recreated the project but leave the launchScreen file i was able to get the full screen display for my viewcontroller

iOS app not taking up entire screen in iOS 12 or 13

I have an old iOS app last built on iOS 8. When the app runs on iOS 10 or higher on larger phones the view doesn't take up the entire screen, there is a black bar on the top and bottom of the screen. In the past, Apple would just expand the app so it was stretched a little.
Not sure how to fix this? I am sure there has to be an expand setting or something? I believe it has to do with setting a Launch Screen, but not sure where to set that or how to? I do have a LaunchScreen.storyboard in my files.
I have tried multiple things to fix the issue, but nothing seems to work?
Also, not sure if it is related, but the Navigation Item (deprecated?) was once sticking to the top and now just randomly floats.
I have solved this problem on my older project by adding launch screen.
Try this if you are missing launch screen:
Add a new launch screen by going to File -> New -> File... -> Launch
Screen
Make sure the newly added LaunchScreen.storyboard is selected as
the launch screen file under project settings.
to check this follow this steps:
1)Choose your project name in Xcode. 2)Select your project target. 3)Then select app icons and launch images and choose your newly added LaunchScreen.storyboard.
Given the age of the app I suspect it uses fixed sizes or size classes for its layout?
You will need to update the code that controls the layout. If the design is simple and vertical based, you may be able to a 'quick and dirty" solution by embedding everything in a stack view. However you should really update your code and/or storyboard to use Autolayout. This will fix the current problem and ensure it will work with future devices of different sizes.

Using a launch screen (.xib) stops scaling

It's my understanding that apps for iOS 8 should have a storyboard file as launch screen rather than an image. I've created a really simple launch screen file that has any width and any height, and has one label of plain text reading "placeholder" and set it as my launch screen. However, when I try to run my app on the iPhone 6 and 6 Plus simulators, there's black bars around the background and the buttons on the main menu are out of place. The problem doesn't seem to be present in the 5s or iPad. Most of my assets aren't optimized for the 6 and 6 Plus though, since they were created before they came out. Is that why this is happening? Or is it something else? Thanks in advance.
Edit: Apparently, putting in a launch screen stops the app from automatically scaling. Is there a way to have both a launch screen, and keep the app scaling? Or do I need to make new assets?
This is a bit of an old question, and I ended up using a launch image instead of a launch screen, but you can probably solve this by using constraints. If you set top, bottom, leading, and/or trailing constraints on an item in the view, it'll scale itself to fit those constraints (if possible). For text, it has the autoshrink property which you can change to minimum font scale (instead of fixed font size), though I'm not sure how you can scale text up. The autolayout documentation is here.
To create a launch screen from a xib file first create a new file from under “User Interface” and select the option called “Launch Screen”
Using autolayout, design the first view of you app so it scales to suit all resolutions that your app supports.
Using the new Launch Screen
Under the app setting select the newly created Launch Screen from the app options.
This is the example for using a xib file. It can also be done using storyboard as shown in Ole Begemann blog

Anormal layout settings at iOS Simulator run time

Well, my problem it´s not code related. Almost all visual iOS Applications that i make at xCode got distortions at run time, for example I put a text input at the very center of the Mainboard and the simulator puts it way below than that at execution time. I would attached an image of an example regarding the problem, but I don´t have the reputation. What could the problem be? I´ve already uncheked NSLayout settings
You are creating your views for 4 inch screen and then run Simulator for 3,5 inch screen. No surprise that your positions are different. You should use Autolayout + constraints or UIView:autoresizingMask property to make your GUI change automaticaly for different screens.
Start with this article http://www.raywenderlich.com/50317/beginning-auto-layout-tutorial-in-ios-7-part-1

iOS XCode Storyboard controls moved and now look strange in simulator

I am following the course on iOS through iTunes university and working on the calculator project. I moved the controls on the storyboard to make room for another control at the top. Everything looks fine on the storyboard but when run in the simulator, controls are bunch up, on top of each other, and some are clearly off the top of the simulator screen. This leads to the following very related questions.
How does one move controls around on the storyboard? I went to the size inspector of each control (buttons in my case) and changed the 'Y' value (increased it by 10). I did this for each control. I didn't think about it as I was doing it because as I said, all looks fine on the storyboard. Is there a better way to move controls around? I could not figure out how to grab more than one control at a time and move them. Grabbing all and moving or all but one and moving would have been ideal.
I anticipate someone is going to say, "We need more info. " How do I show the storyboard? Is there a xml file somewhere? How is the storyboard saved? How should I show the results of the simulator?
In general, what the heck is going on? Why would things look so different in the simulator?
Is there a better forum/group to ask newbie questions about iOS programming?
My specs are these:
XCode 4.5.2
Ios simulator versions set to 6.0 and iPhone
Any other info needed? Thanks in advance,
Dave
Try setting your simulated device size to 'freeform' instead of 'inferred'. This screen is a bit smaller so the controls are no longer overlapping. The latest xcode sets it by default to ios6 (screen size of iPhone 5)
edit For a better insight in xcode IDE, please refer to the documentation provided by apple (includes screenshots for clarity)
https://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html#//apple_ref/doc/uid/TP40010215

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