iphone 6 and 6 plus size scaling - ios

I am surprised how I was unable to find anything on this matter clearly addressing the How-To's rather than what to expect from Apple in the new iOS.
I am developing an application from scratch now and whenever I use the simulator of iphone 6 and iphone 6 plus in the xcode IDE, i get things misplaced in the screen such as shown in attached screenshots.
How can I build an app that would work on all iPhones the same way (autoscale or auto-resize)? If this has been answered before, please lead me to that topic/thread since I wasn't able to find anything decent and clear explaining this.

It's all about autolayouts.
Here is good article for You: http://mobileoop.com/how-to-use-auto-layout-in-xcode-6-for-ios-7-and-8-development
Or the official Apple: Auto Layout Guide

Related

Guideline 2.4.1 Releasing to App Store

I am trying to submit an app to the app store, and this is the issue I got:
Guideline 2.4.1 - Performance - Hardware Compatibility We noticed that
your app did not run at iPhone resolution when reviewed on iPad.
I have set constraints on all the view controllers. Would you know how to solve this issue (I have seen other posts related to this, but none have had an answer on how to solve that problem? Also, this has nothing to do with the deployment target, because I released only for iPhone, it is just that apple wants it to work for both iPhone and iPad, for some reason)?
Possible Solution (that worked for us)
View the app in iPhone 4 and design for that as well. For some reason the view dimensions of iPhone 4 and iPad are the same.
Thoughts
I had this issue happen to me a couple months ago. It basically means your app is not usable when used on iPads. This definition of un-usable could mean buttons are blocked off items are not structured correctly.

generate ios 10 universal app splash screen sizes and filenames, iPhone SE

I am making an iOS 10 ONLY Universal App. Being a developer with poor image-handling skills, it has become too troublesome to generate the splash screen images for me. I guess that's some work for the "designers".
Nevertheless, i have to do it and I need help because what i have made doesn't work fine with the iPhone SE.
I don't care about older devices and operating system versions, but i want to cover every device that can run iOS 10. so forget iOS 6,7,8,9.
Btw, i am using Xcode 8, so forget all about Xcode 5,6,7.
There's too much of confusing content for new developers often wasting their time while they read about older versions and which might not be quite applicable anymore.
I have read the following posts/guides already.
What are the sizes used for the iOS application splash screen?
Image resolution for new iPhone 6 and 6+, #3x support added?
Image sizes required to support all iPhone devices
How to handle image scale on all the available iPhone resolutions?
Use vector artwork for iOS launch image in asset catalog?
The first SO post is so outdated, people are talking about iOS 6 & 7,
and iPhones 6, 6+, 5S, 5, 5C, 4S, 4 and the various iPads.
But no one mentioned/talks about iPhone SE.
The second SO post is also quite outdated, people are talking about iOS 7 & 8, and iPhone 6 and 6+ are mentioned.
Even though i figure out the size, there is a filenaming/convention issue.
I am looking for a table that clearly states the filename, image size(resolution) and the devices it will be applied to.
As usual, Apple's documentation provides good detail about image resolution but nothing about filename.
link -> https://developer.apple.com/ios/human-interface-guidelines/graphics/launch-screen/
I wonder if the filenames matter? I can easily modify the Contents.json file i think.
Is there some tool where i can provide my logo in vector (SVG) format
and it gives me all the splash screens with my logo in the center (with the correct filenames!)
I believe the iPhone 5/5C/6/6S/6+/7/7+ are the only 7 iPhones that support iOS 10. (i checked Wikipedia) Did i miss something?
In a universal app, is making images for iPads mandatory?
Why doesn't everyone use and everyone allow using vector images directly? I hope i can use SVG, and it is easy enough, it looks like currently that is infeasible. correct if i am wrong.

iPhone only app rejected for not running on iPad

I received the following from Apple. I tried fixing the constraints for just iPad but I can get the scroll bar to come on top. How would I fix this? It is an iPhone only app. Thanks
From Apple
2. 4 PERFORMANCE: HARDWARE COMPATIBILITY
Performance - 2.4.1
We noticed that your app did not run at iPhone resolution when reviewed on iPad running iOS 10.2. Specifically, we were unable to register as the sign-up option was behind the amount section.
We've attached screenshot(s) for your reference.
Next Steps
Please revise your app to ensure it runs and displays properly at iPhone resolution on iPad.
Resources
For information on iOS device screen sizes and resolutions, please see the iOS Human Interface Guidelines as well as the Points versus Pixels in the View Programming Guide for iOS.
Additional Information
If you have difficulty reproducing a reported issue, please try testing the workflow described in Technical Q&A QA1764: How to reproduce bugs reported against App Store submissions.
If you have code-level questions after utilizing the above resources, you may wish to consult with Apple Developer Technical Support. When the DTS engineer follows up with you, please be ready to provide:
- complete details of your rejection issue(s)
- screenshots
- steps to reproduce the issue(s)
- symbolicated crash logs - if your issue results in a crash log
This is not an issue with supported devices - even if the iOS app is for iPhone only, it has to run on iPhone resolution on an iPad. This is the same sizing (or very, very close) as running on a iPhone 4 simulator, based on the screenshots.
Fix the constraints for iPhone 4 and it will be approved.
I got the same issue with my app which had the Deployment Info set to iPhone. Did they attach a screenshot with their response?
The issue with mine was that the constraints weren't set up properly. On smaller screen sizes (which the 1x setting on the iPad shows) my buttons were pushed together.
Check out your build on the simulator using an iPhone 5.
I had the same issue with my app.
My application was intended for iPhone and not for iPad, but the apple review team told me this:
It would be appropriate to revise your app to ensure that it runs on
iPad at iPhone resolution.
My solution:
Optimize the user interface for iPhone 4
I hope it helps.
Supported minimum iOS version is not relevant! I got rejection with iPad (1X) screenshot. App supports min version 10!
The problem is your app supports "minimum iOS version=9". it means your app must support 1x (not only2x or 3x) . Probably Apple itc review team tests the apps on ipad mini with 1x screen for iphone 4 device testing.
just optimize UI for 1x (iphone 4/4s)
I had also same issues throw me by apple. i search and got it solution to give support iPhone4 . this will resolved the issues.
Update your view constraint and give support to iphone4 or Run the app in the ipad and give support.
Simple remove suffix _iphone.storyboard or _ipad.storyboard, just may use Main.storyboard will fix this appstore issue

iOS Simulator Rendering issue for PDF Reader Core for iOS

I have searched around on here, but couldn't find anything to answer my question. I have developed a custom app for the iPad; it involves using a set of PDf documents that change pages based on a 1 second time frame. To achieve this is have used the 'PDF Reader Core for iOS' external library. Please find the link here: https://github.com/vfr/Reader
The app works perfectly fine on the actual iPad, however I also wish to run the app on Mac Mini Machines, so the obvious thought I had was to boot the project in the iOS Simulator on the machines (saves me recoding it for OSX.). Now, here is my issue. The app works pretty smoothly in the simulator, the only issue I have is that there is a slight render lag between the page change on the Simulator. It isn't at full resolution, and appears blur whilst it renders, however the time frame to change is so quick that the simulator doesn't have enough time to render to full resolution. I have also emailed the developer of the library and he provided some suggestions however, these didn't seem to fix the issue.
I am aware that this could be to do with the actual PDF Reader itself, however I wanted to ask if anyone had any suggestions if this could be fixed in regards to the iOS Simulator? Any way to speed up the simulator?
I am using OSX Yosemite, Xcode 6.4 and Objective-C.
It seems at this moment i may have to recode for OSX. Any suggestions would be highly appreciated.
Thanks

Convert iPad application to iPhone application?

I have written a tab based iPad application which has done well. I never intended for it to be an iPhone application because the content it displays really doesnt lend itself to such a small screen.
However, I have been getting a lot of requestes for the application to be compatible with iPhones as well.
Can someone point me in the direction of some documentation that may help me figure out how to convert my app.
I presume it's not so simple as having aanother set of XIB files for iPhone and just have it display them if the app is running on a phone...
I recently found this blog post on the topic. You might find it helpful:
http://www.raywenderlich.com/1111/how-to-port-an-iphone-application-to-the-ipad
Plus there's some discussion of creating a universal app here:
iPhone & iPad versions of same app?
iPad Programming Guide: Creating a Universal Application

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