Recently, Apple Inc. has released new iPhone 6 and iPhone 6 Plus devices with a new OS (iOS 8) and tons of API changes. As well as there are more available displays' resolutions, an application should support at least 3 of them, I'm talking about iPhone 5/5S, iPhone 6 and iPhone 6 Plus. Xcode 6 follows another way it did in the previous version. Now, in most cases, you don't create a Scene for a concrete display size (e.g. 4 inch., 3.5 inch.) but you do create a form or a page sheet. It's basically bigger than even iPhone 6 plus resolution, due to a new way of maintaining layouts. As far as I'm considered, you must create layouts and only through them you can achieve supporting different resolutions.
What I am going for is a minor misunderstanding of how to setup my layouts to support at least those 3 devices I have listed above. The problem is being that I can support only iPhone 6 and iPhone 6 Plus with the best performance (i.e. objects are placed just as I wanted them to be). But what do I do for iPhone 5/5S support? Are there any resources I can read to understand the thing of layouts better? I appreciate your help in advance!
P.S. I tried to use a particular form's size in Interface Builder (4.7 inch., 4.0 inch.), but as well works only for the same resolution or higher.
An example is below. I have got wanted result for iPhone 6 and wrong thing for iPhone 5S.
Related
I currently use Storyboard for Screensizes.
The following storyboards I use are:
iPhone55.storyboard
iPhone47.storyboard
iPhone4.storyboard
iPhone35.storyboard
Each Storyboard corresponds to the screen size in the name.
Now with the iPhone X out, I need to create a new storyboard for this screen size.
However, my question is, what screensizes must I account for, with iOS 11?
And just out of curiosity, what screensizes must I account for, with iOS 10?
I'm finding conflicting information, so I thought I'd reach out here for clarification.
I'm thinking of making this update for iOS 11 users only, meaning I may be able to drop some older storyboards.
Thanks.
Separate storyboards for different screen sizes is a quick route to maintenance nightmares compared to Auto Layout, but whatever floats your boat...
That said, your set of supported screen sizes is correct for iOS 9 (which supports devices as far back as iPhone 4s, a 3.5" screen). iOS 10 drops support for 3.5" devices, but still supports 4" devices (iPhone 5s and iPhone SE, the latter of which remains for sale and will thus likely be supported for years to come). iOS 11 drops no further screen sizes (but does drop some... uh, bit sizes?), and of course, adds iPhone X.
Totally newbie here...I have been working on auto layout using stacks and constraints with X code 8 and I have a very good understanding of how it works. I can get my layouts to render across all sizes in the sim looking as expected.
My one issue is that I can easily make layouts that looks good for 5 through 7 plus...but when I try to make the 4S work, it just kinda screws everything up in regard to the spacing of the layout for the other models....it still works and looks as expected, but because the 4s is so small, it ends up leaving a lot of space in the other sizes.
Should I just not worry about the 4s and make sure that my other sizes render the way I want? When I submit my app will this cause it to be rejected?
From the following link you can see that there is only about 2% of people are only using iPhone 4s. So if you targetting above this device its ok.
https://david-smith.org/iosversionstats/
Apple's latest iOS will not support iPhone 4S, which has been supported from iOS 5 all the way to iOS 9.Apple announced that the iPhone 4S will not support iOS 10 due to hardware limitations.
As mentioned in comments you can go for a custom layout for that scree size if needed.
Firstly I am begginer with ios.I have a problem which different iphone models the screen(stroyboard) is not fit regularly .I was formed storyboard by compact with Base values(e.g 3.5 4 4.7 inch).İt is good on iphone 6 simulator but iphone 5 or iphone 4 it be small and the view objects sliped out of screen.What am i do?,is there any way to overcome this with easily ?I want to screen(storyboard) is fitted regularly on above iphone 4 models.
İphone 5
iphone 6s
you need to used constraints the put the object Relatively at the views .
you need to read how to used constraints.
My app has size classes disabled.
I've been testing throughout the entire development on my iPhone 6 and making sure that all objects are where they are supposed to be and up to my standard.
However, I recently ran it on an iPhone 6s and it seems like things are all over the place.
How do I build a responsive layout that molds itself to an iPhone 6s as well as an iPhone 6?
I've been using auto layout.
If your app is targeted for iOS 9 use stack views in combination with auto layout. It will allow you to create responsive layout quite easy. First you should check some tutorial about stack view in iOS if you are not familiar with it.
I've seen many questions similar to mine and a lot are a bit vague, but I think I've found the answer to my question, I just need to know how it translates to Swift. This is what I understand about the asset catalogue:
#1x - standard iPhone (3G, 3GS
#2x - iPhone 4, 4s and iPhone 6
Retina4#2x - iPhone 5,5s
#3x - iPhone 6
The problem that I have seen many questions about is that there is a bug in Xcode that means that when rendered, the iPhone 6 doesn't zoom to fit, so you either have to have images that fit the 6 but are too big for the 4s, or fit the 4s and look too small in the 6 because they don't render as they should. Seems there are 2 solutions, either change the way the images are rendered (see the link below) or don't support the 4s. The answer in the link below provides a way to support the 4s by changing the way the images are loaded. What I want to know is how this is translated into swift, or if 9 months on there is a better solution. If neither of these are any good, how to I go about not supporting the 4s in my app as it can still update to the latest iOS software.
xcode 6 asset catalog iphone 6 - link to the answer I need in Swift if possible
I hope this makes sense, I've been pulling my hair out trying to work this out. Thanks in advance.