How can i get resolution of any ios device using AIR..? - ios

I am using flash cs6. and AIR 14. I want to get iOS device resolution in AIR.
My code is:
var screenWidth:String = String(Capabilities.screenResolutionX);
var screenHeight:String = String(Capabilities.screenResolutionY);
By using this code I am getting desktop and android device resolutions correctly, but in case of iOS I am getting the wrong resolution.
Installed app on iPad 3 MODEL is MC705HN/A, the correct resolution is 2048-by-1536-pixel, but I am getting 1024/768.

This solved my problem.
Go into the App Descriptor XML file. Toward the bottom (generally one of the last items in the file), there should be this line.
standard
If it is commented out or set to "standard", this would be your issue. Change it to say "high" and that will enable Retina support. "standard" scales the non-retina display (320x480 on iPhone, 1024x768 on iPad) up. "high" will give you the correct display resolution.

You can also use stage.fullScreenWidth and stage.stageWidth. I think they work well in any device.

Related

How to adjust values in Xcode to depend on device played (iPhone vs. iPad)

I am currently making a classic snake game app.
The app fits and works on all iPhones however when I test on any iPad the lettering is off the screen and so is the game screen.
Is there anyway to adjust the proportion or have it depend on what device you are using?
I was unable to find much help online when looking for this question. (first image is an iPhone 7, and the second is an iPad Air 2.
What you're looking for is Adaptive User Interfaces. You should be able to have different layouts for different device sizes using a single storyboard.
You can also change values programatically in your code according to the screen size.

Non-Retina resolution on newly created iOS App (Xamarin.Forms)?

I just created a new app with a MvvmCross template. But the iOS resolution looks like non-retina. Also, I only have i386 and x86_x64 as supported architectures and not ARM like all my other projects have. So what do I need to change that the app runs on the native resolution?
Has some one an idea what I need to change that the app stops looking like it was made for a 4" iPhone instead of a new app? Here are a few screenshots that may help to make clear what I mean (the App "PLZ Suche" is the one with the 'old' looking resolution, compared in the App Switcher it is clearly visible - all screenshots are taken on a iPhone 6S).
Problem solved -
This 'compatibility-mode' is triggered when you do not include a retina resolution splash screen (or launch screen as it is called in the Apple ecosystem) in your app.
Make sure that you have all the right types of splashscreens included in your app.
You can either:
use a Storyboard (or XIB) that adapts to different screen resolutions automatically
use XCode Asset catalog 'LaunchImage' image set, and fill all the correct sizes
You can read more about all the sizes and the launch screen on the Apple documentation page.

iPhone app does not work correctly on iPad after change from universal to iphone only

How can I run iPhone apps on iPad after changing the target from an initial 'Universal' to 'iPhone'?
I'm working on a game for iOS (iPhone) using Swift and SpriteKit. The game got rejected today for this reason:
Reasons for Rejection: 2.10: iPhone apps must also run on iPad without
modification, at iPhone resolution, and at 2X iPhone 3GS resolution
After searching on StackOverflow I found out that it might have something to do with my info.plist file because at first my app was 'universal' and later I've changed it to iPhone-only.
It seems like there's something wrong with the aspect ratio of all the nodes. Take a look at the screenshots below. At the left side is the iPad-simulator and on the right there's the iPhone-simulator.
Maybe the game still thinks it is running on iPad because the nodes appear in 4:3 ratio?
How can I run iPhone apps on iPad after changing the target from an initial 'Universal' to 'iPhone'?
Please help. Thanks!
I've also added a screenshot of my info.plist file.
Apple requires that each app targeted on iPhone should run on iPad in the specific manner.
This usually looks like the app on iPad is not full-screen, it's surrounded by black frame that resembles the situation that the iPad is simulating iPhone.
My suggestion is to use size class now to make the app run full-screen on iPad and this should fix your issue with Apple.
Simply choose in your storyboard Regular Width and Regular Height, delete the existing constraints and set new ones.
More help here and apple docs also might come in handy
Darvydas' comment solved my problem.
What size does your background node have? Also if you whant your app
run only on Landscape delete those 2 (Item 0, Item 1 PORTRAIT)

Launch Screen Showing Out of Proportion

I am using Xcode 6 and working with having my launch screen showing up on all different types of iDevices including iPad, iPhone 4, 5, 6. When it launches though it shows the writing and copy-write half off the screen for some reason and I was wondering how I can fix this so it shows universally on all my devices. Many thanks.
You either need to make different images for each device or use a launch file xib using size classes to get all the device sizes included. See here.

Will iPad2 app work on iPad3?

I am new to iOS,
I seen that iPad 2 has resolution of 1024-by-768 and iPad 3 has resolution of 2048-by-1536 with retina display..
I am sure that iPad 2 app will defiantly work on iPad mini because the resolution is same..
and same case for iPhone,
Do we need to develop separate app for iPhone 5 ? because it has resolution different then other iPhone..
I am sure this is a dumb question that any mildly experienced iOS developer would laugh at but since a simple Google search didn't turn anything up I figured id ask.
Any help will be appriciated.
Will iPad2 app work on iPad3?
Yes, it will. The iPad 3 has exactly twice the pixel density in each direction as the iPad 2, so the OS will just go ahead and "scale up" the graphics (except those which are made from images in the app - you'll have to generate a higher resolution version of these image files for iPad 3).
Do we need to develop separate app for iPhone 5?
Not a separate app, you just have to pay attention to the different screen aspect ratio. If you don't do that, you'll have black bars at the top and the bottom of the screen.
iPhone 4 Apps will work on iPhone 5 :
But it will have black spaces at top and bottom, In order to refactor it you just need to change the splash screen which is suitable for iphone 5.
iPad 2 Apps on iPad3:
It will work without any issues unless they have different iOS versions running in them.
As far as I know, the difference between the iPad2 and iPad3 won't be such a big problem. (unless you want to be really exact)
Whereas you should develop a new App for the iPhone5 because it has a greatly different screen format than the iPads.
Yes, your iPad 2 working app will work on iPad 3 (also, depends on iOS version). Just it will not look good :) In order to make it look good, for all images used for your app, you have to add #2x ones with double size.
As for iPhone 5, no, you don't have to develop different app, just you have to make your views resizable to fit on screen. Good Luck!

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