Auto Layout iphone 4 - 6plus - ios

Since apple has now introduced the iPhone 6 + 6 plus. How would I make the image for different sizes of phones? For iPhone 4 and 5/5s/5c you would do
#define IS_568_SCREEN (fabs((double) [[UIScreen mainScreen]bounds].size.height - (double)568) < DBL_EPSLION)
if(IS_568_SCREEN) {
//Iphone 5/5s/5c
} else {
//iphone 4s }
But how would you do it for iPhone 4s to iPhone 6 plus? Also my auto layout isn't working very well. Im trying to change the size for all my objects dependent of the phone and using auto layout to place them correctly. However its not working out, I'm doing "height", "leading space to Container Margin", "Bottom Space To Bottom layout" and "Trailing space to container". As this will be a little hard and time consuming for all the objects sizes, can I use multiple storyboards? and what I mean by that is can I have one storyboard file for iPhone 6, then one for iPhone 6 plus etc. Or if not whats the proper way of doing auto layout on the interface builder?

Here's the answer to what I was looking for, nothing complicated :)
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenHeight = screenRect.size.height;
if (screenHeight == 480) {
// do iPhone 4s stuff
} else if (screenHeight == 568) {
// do iPhone 5, 5s, 5c stuff
} else if (screenHeight == 667) {
// do iPhone 6 stuff
} else if (screenHeight == 736) {
//do iPhone 6 plus stuff
}

Related

Is detected iPhone 6 and 6+ height 568 points?

I am maintaining an app that was developed before the release of iPhone 6 and iPhone 6 Plus. The developers of the app placed elements on screen using code. They detected screen heights placed views depending on the points of the screen height. As a maintainer of the app I need to make sure the app works well on the latest versions of the iPhone. The app seems to be working well on iPhone 6 and 6+ without modification and the screen height returned is 568. Will the app behave well on actual devices or is it simulator errors?
You might not get the app through the App Store. The problem is that the app is not actually "working well"; the iPhone 6 and iPhone 6 Plus are regarding it as an iPhone 5 app and are displaying it in "zoomed" mode. Apple might not accept that in a newly submitted build. If you give the project a Launch Screen, it will become a "native" iPhone 6 and iPhone 6 Plus app, and then you will see what the story really is.
Matt is right. I wrote a little method in my Utilities class that to determine screen sizes. The comments tell you what should be returned in the log for each device. The screen size and reported size are the same for all but iPhone 6 Plus.
+ (NSInteger)deviceType {
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
CGFloat deviceScale = [UIScreen mainScreen].scale;
LFDeviceType device = LFDeviceTypePhoneClassic;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
device = LFDeviceTypePhoneClassic; // Just in case it doesn't make it through the conditionals
// Classic has a resolution of 480 × 320
if( (screenSize.height == 480 || screenSize.width == 480) && deviceScale == 1.0f ) {
device = LFDeviceTypePhoneClassic;
// Retina has a resolution of 960 × 640
} else if( (screenSize.height == 480 || screenSize.width == 480) && deviceScale == 2.0f ) {
device = LFDeviceTypePhoneRetina3_5;
// Retina 4" has a resolution of 1136 x 640
} else if (screenSize.height == 568 || screenSize.width == 568 ) {
device = LFDeviceTypePhoneRetina4;
// iPhone 6 has a resolution of 1334 by 750
} else if (screenSize.height == 667 || screenSize.width == 667 ) {
device = LFDeviceTypePhone6;
// iPhone 6 Plus has an actual size of 2208 × 1242 and resolution of 1920 by 1080
// Reported size is 736 x 414 #3x
} else if (screenSize.height == 736 || screenSize.width == 736 ) {
device = LFDeviceTypePhone6Plus;
}
} else if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
device = LFDeviceTypePadClassic; // Just in case it doesn't make it through the conditionals
if(deviceScale == 1.0f) {
device = LFDeviceTypePadClassic;
} else if (deviceScale == 2.0f) {
device = LFDeviceTypePadRetina;
}
}
//NSLog(#"The device is %# scale is %f and the height is %f and width is %f", device, deviceScale, screenSize.height, screenSize.width);
return device;
}
currently your app is working in zoomed mode, if you add splash screen for 6 and 6+ then your app will be in actual size, after include splash screen for 6 and 6+ you will get actual screen size.

Xcode 6 randomly changing storyboards to size wAny hAny?

I'm working on a project that supports iOS 7 and 8. The storyboard was initially created in Xcode 5. We updated to Xcode 6 and have started using size classes.
However, we're iPhone only right now, so we're laying things out in wCompact hRegular. Problem is, Xcode randomly wants to revert our storyboards to wAny hAny. It's driving me absolutely insane. Is there a setting or something I'm not seeing to disable this behavior?
Personally we hate Size Classes and Auto Layout, because sometimes those functions really drive us crazy, so, since your project is for iPhone, disable size classes and use traditional autoresizing in the Inspector panel of XCode, plus some manual setup into viewDidLoad (if it's necessary), using UIScreen, like this:
if([[UIScreen mainScreen] bounds].size.height == 568) {
//iPhone 5
} else if([[UIScreen mainScreen] bounds].size.height == 480) {
//iPhone 4
} else if([[UIScreen mainScreen] bounds].size.width == 375) {
//iPhone 6
} else if([[UIScreen mainScreen] bounds].size.width == 414) {
//iPhone 6+
}
Hope this helps.

Making an app compatible between 3.5 and 4 inch devices [duplicate]

The new iPhone 5 display has a new aspect ratio and a new resolution (640 x 1136 pixels).
What is required to develop new or transition already existing applications to the new screen size?
What should we keep in mind to make applications "universal" for both the older displays and the new widescreen aspect ratio?
Download and install latest version of Xcode.
Set a Launch Screen File for your app (in the general tab of your target settings). This is how you get to use the full size of any screen, including iPad split view sizes in iOS 9.
Test your app, and hopefully do nothing else, since everything should work magically if you had set auto resizing masks properly, or used Auto Layout.
If you didn't, adjust your view layouts, preferably with Auto Layout.
If there is something you have to do for the larger screens specifically, then it looks like you have to check height of [[UIScreen mainScreen] bounds] as there seems to be no specific API for that. As of iOS 8 there are also size classes that abstract screen sizes into regular or compact vertically and horizontally and are recommended way to adapt your UI.
If you have an app built for iPhone 4S or earlier, it'll run letterboxed on iPhone 5.
To adapt your app to the new taller screen, the first thing you do is to change the launch image to: Default-568h#2x.png. Its size should be 1136x640 (HxW). Yep, having the default image in the new screen size is the key to let your app take the whole of new iPhone 5's screen.
(Note that the naming convention works only for the default image. Naming another image "Image-568h#2x.png" will not cause it to be loaded in place of "Image#2x.png". If you need to load different images for different screen sizes, you'll have to do it programmatically.)
If you're very very lucky, that might be it... but in all likelihood, you'll have to take a few more steps.
Make sure, your Xibs/Views use auto-layout to resize themselves.
Use springs and struts to resize views.
If this is not good enough for your app, design your xib/storyboard
for one specific screen size and reposition programmatically for the
other.
In the extreme case (when none of the above suffices), design the two Xibs and load the appropriate one in the view controller.
To detect screen size:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
    CGSize result = [[UIScreen mainScreen] bounds].size;
    if(result.height == 480)
{
// iPhone Classic
    }
    if(result.height == 568)
{
// iPhone 5
    }
}
The only really required thing to do is to add a launch image named "Default-568h#2x.png" to the app resources, and in general case (if you're lucky enough) the app will work correctly.
In case the app does not handle touch events, then make sure that the key window has the proper size. The workaround is to set the proper frame:
[window setFrame:[[UIScreen mainScreen] bounds]]
There are other issues not related to screen size when migrating to iOS 6. Read iOS 6.0 Release Notes for details.
Sometimes (for pre-storyboard apps), if the layout is going to be sufficiently different, it's worth specifying a different xib according to device (see this question - you'll need to modify the code to deal with iPhone 5) in the viewController init, as no amount of twiddling with autoresizing masks will work if you need different graphics.
-(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
NSString *myNibName;
if ([MyDeviceInfoUtility isiPhone5]) myNibName = #"MyNibIP5";
else myNibName = #"MyNib";
if ((self = [super initWithNibName:myNibName bundle:nibBundleOrNil])) {
...
This is useful for apps which are targeting older iOS versions.
Here you can find a nice tutorial (for MonoTouch, but you can use the information for Non-MonoTouch-projects, too):
http://redth.info/get-your-monotouch-apps-ready-for-iphone-5-ios-6-today/
Create a new image for your splash/default screen (640 x 1136 pixel) with the name "Default-568h#2x.png"
In the iOS Simulator, go to the Hardware -> Device menu, and select "iPhone (Retina 4-inch)"
Create other images, e.g. background images
Detect iPhone 5 to load your new images:
public static bool IsTall
{
get {
return UIDevice.currentDevice.userInterfaceIdiom
== UIUserInterfaceIdiomPhone
&& UIScreen.mainScreen.bounds.size.height
* UIScreen.mainScreen.scale >= 1136;
}
}
private static string tallMagic = "-568h#2x";
public static UIImage FromBundle16x9(string path)
{
//adopt the -568h#2x naming convention
if(IsTall())
{
var imagePath = Path.GetDirectoryName(path.ToString());
var imageFile = Path.GetFileNameWithoutExtension(path.ToString());
var imageExt = Path.GetExtension(path.ToString());
imageFile = imageFile + tallMagic + imageExt;
return UIImage.FromFile(Path.Combine(imagePath,imageFile));
}
else
{
return UIImage.FromBundle(path.ToString());
}
}
It's easy for migrating iPhone5 and iPhone4 through XIBs.........
UIViewController *viewController3;
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone5screen" bundle:nil] autorelease];
}
else
{
UIViewController *viewController3 = [[[mainscreenview alloc] initWithNibName:#"iphone4screen" bundle:nil] autorelease];
}
I solve this problem here. Just add ~568h#2x suffix to images and ~568h to xib's. No needs more runtime checks or code changes.
I had added the new default launch image and (in checking out several other SE answers...) made sure my storyboards all auto-sized themselves and subviews but the retina 4 inches still letterboxed.
Then I noticed that my info plist had a line item for "Launch image" set to "Default.png", which I thusly removed and magically letterboxing no longer appeared. Hopefully, that saves someone else the same craziness I endured.
I guess, it is not going to work in all cases, but in my particular project it avoided me from duplication of NIB-files:
Somewhere in common.h you can make these defines based off of screen height:
#define HEIGHT_IPHONE_5 568
#define IS_IPHONE ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)
#define IS_IPHONE_5 ([[UIScreen mainScreen] bounds ].size.height == HEIGHT_IPHONE_5)
In your base controller:
- (void)viewDidLoad
{
[super viewDidLoad];
if (IS_IPHONE_5) {
CGRect r = self.view.frame;
r.size.height = HEIGHT_IPHONE_5 - 20;
self.view.frame = r;
}
// now the view is stretched properly and not pushed to the bottom
// it is pushed to the top instead...
// other code goes here...
}
In a constants.h file you can add these define statements:
#define IS_IPAD UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define IS_IPHONE UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define IS_WIDESCREEN (fabs((double)[[UIScreen mainScreen] bounds].size.height - (double)568) < DBL_EPSILON)
#define IS_IPHONE_5 (!IS_IPAD && IS_WIDESCREEN)
To determine if your app can support iPhone 5 Retina use this:
(This could be more robust to return the type of display, 4S Retina, etc., but as it is written below, it just returns if the iPhone supports iOS5 Retina as a YES or NO)
In a common ".h" file add:
BOOL IS_IPHONE5_RETINA(void);
In a common ".m" file add:
BOOL IS_IPHONE5_RETINA(void) {
BOOL isiPhone5Retina = NO;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if ([UIScreen mainScreen].scale == 2.0f) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960){
//NSLog(#"iPhone 4, 4s Retina Resolution");
}
if(result.height == 1136){
//NSLog(#"iPhone 5 Resolution");
isiPhone5Retina = YES;
}
} else {
//NSLog(#"iPhone Standard Resolution");
}
}
return isiPhone5Retina;
}
First of all create two xibs and attach all delegates,main class to the xib and then u can put in this condition mentioned below in your appdelegate.m file in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
if ([[UIScreen mainScreen] bounds].size.height == 568)
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone5" bundle:nil];
}
else
{
self.ViewController = [[ViewController alloc] initWithNibName:#"ViewControlleriphone4" bundle:nil];
}
you can use it any where in the program depending upon your requirements even in your ViewController classes. What matters the most is that you have created two xib files separate for iphone 4(320*480) and iphone 5(320*568)
Try the below method in a singleton class:
-(NSString *)typeOfDevice
{
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480)
{
return #"Iphone";
}
if(result.height == 568)
{
return #"Iphone 5";
}
}
else{
return #"Ipad";;
}
return #"Iphone";
}
You can use the Auto Layout feature and create the design using iPhone 5 screen resolution and it will work for the both 4" and 3.5" devices, but in this case you should have a enough knowledge of layout manager.
Checking bounds with 568 will fail in landscape mode. iPhone 5 launches only in portrait mode but if you want to support rotations then the iPhone 5 "check" will need to handle this scenario as well.
Here's a macro which handles orientation state:
#define IS_IPHONE_5 (CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size, CGSizeMake(640, 1136)))
The use of the 'preferredMode' call is from another posting I read a few hours ago so I did not come up with this idea.
First show this image. In that image you show warning for Retina 4 support so click on this warning and click on add so your Retina 4 splash screen automatically add in your project.
and after you use this code :
if([[UIScreen mainScreen] bounds].size.height == 568)
{
// For iphone 5
}
else
{
// For iphone 4 or less
}
I never faced such an issue with any device as I've had one codebase for all, without any hardcoded values. What I do is to have the maximum sized image as resource instead of one for each device. For example, I would have one for retina display and show it as aspect fit so it will be views as is on every device.
Coming to deciding the frame of button, for instance, at run time. For this I use the % value of the patent view, example , if I want the width to be half of parent view take 50 % of parent and same applies for height and center.
With this I don't even need the xibs.
You can use this define to calculate if you are using the iPhone 5 based on screen size:
#define IS_IPHONE_5 ( fabs( ( double )[ [ UIScreen mainScreen ] bounds ].size.height - ( double )568 ) < DBL_EPSILON )
then use a simple if statement :
if (IS_IPHONE_5) {
// What ever changes
}
Peter, you should really take a look at Canappi, it does all that for you, all you have to do is specify the layout as such:
button mySubmitButton 'Sumbit' (100,100,100,30 + 0,88,0,0) { ... }
From there Canappi will generate the correct objective-c code that detects the device the app is running on and will use:
(100,100,100,30) for iPhone4
(100,**188**,100,30) for iPhone 5
Canappi works like Interface Builder and Story Board combined, except that it is in a textual form. If you already have XIB files, you can convert them so you don't have to recreate the entire UI from scratch.
You can manually check the screen size to determine which device you're on:
#define DEVICE_IS_IPHONE5 ([[UIScreen mainScreen] bounds].size.height == 568)
float height = DEVICE_IS_IPHONE5?568:480;
if (height == 568) {
// 4"
} else {
// 3"
}
You could add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
if ([[UIScreen mainScreen] respondsToSelector: #selector(scale)]) {
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width * scale, result.height * scale);
if(result.height == 960) {
NSLog(#"iPhone 4 Resolution");
}
if(result.height == 1136) {
NSLog(#"iPhone 5 Resolution");
}
}
else{
NSLog(#"Standard Resolution");
}
}
This is a real universal code, you can create 3 different story board:
Set your project Universal mode, and set your main story iPhone with the iPhone5 storyboard and the ipad main with iPad target storyboard, now add new storyboard target for iphone and modify the resolution for iphone 4s or less now implement your AppDelegate.m
iPhone4/4s (is the same for 3/3Gs) one for iPhone5 and make the project universal, with a new Storyboard target for iPad, now in to AppDelegate.m under the didFinishLaunching add this code:
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
UIStoryboard *storyBoard;
CGSize result = [[UIScreen mainScreen] bounds].size;
CGFloat scale = [UIScreen mainScreen].scale;
result = CGSizeMake(result.width *scale, result.height *scale);
//----------------HERE WE SETUP FOR IPHONE4/4s/iPod----------------------
if(result.height == 960){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
//----------------HERE WE SETUP FOR IPHONE3/3s/iPod----------------------
if(result.height == 480){
storyBoard = [UIStoryboard storyboardWithName:#"iPhone4_Storyboard" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}
}
return YES;
}
So you have created a Universal app for iPhone 3/3Gs/4/4s/5 All gen of iPod, and All type of iPad
Remember to integrate all IMG with myImage.png and myImage#2x.png
According to me the best way of dealing with such problems and avoiding couple of condition required for checking the the height of device, is using the relative frame for views or any UI element which you are adding to you view for example: if you are adding some UI element which you want should at the bottom of view or just above tab bar then you should take the y origin with respect to your view's height or with respect to tab bar (if present) and we have auto resizing property as well. I hope this will work for you
Rather than using a set of conditionals you can resize your view automatically using the screen size.
int h = [[UIScreen mainScreen] bounds].size.height;
int w = [[UIScreen mainScreen] bounds].size.width;
self.imageView.frame = CGRectMake(20, 80, (h-200), (w-100));
In my case I want a view that fills the space between some input fields at the top and some buttons at the bottom, so fixed top left corner and variable bottom right based on screen size. My app fills the image view with the photo taken by the camera so I want all the space I can get.
If you need to convert an already existing app to universal, you need to select corresponding xib file->show Utilities-> Show Size inspector.
In Size inspector you can see Autosizing, by using this tool you can convert to existing iOS App.
Using xCode 5, select "Migrate to Asset Catalog" on Project>General.
Then use "Show in finder" to find your launch image, you can dummy-edit it to be 640x1136, then drag it into the asset catalog as shown in the image below.
Make sure that both iOS7 and iOS6 R4 section has an image that is 640x1136. Next time you launch the app, the black bars will disappear, and your app will use 4 inch screen
Point worth notice - in new Xcode you have to add this image file Default-568h#2x.png to assets
Use the Auto Layout feature for views. It will adjust automatically to all resolutions.
Create two xibs for a controller having controller name with suffix either ~iphone or ~ipad. At compile time, Xcode will take the right xib based on the device.
Use size classes, if you want to create a single xib for both iPhone and iPad, if the view is simple enough to port to iPhone and iPad.
There is a slight problem when testing on both iOS device and iOS Simulator. It appears that simulator (XCode 6.0.1) gives switched values for width and height in [[UIScreen mainScreen] bounds].size depending on a device orientation.
So this might be a problem when determinating the right physical screen size. This code helps also to distinct all 2014. iPhone model generations:
iPhone4s
iPhone5 (and iPhone5s)
iPhone6 (and iPhone6+)
It can also be easily changed to make the distinction between e.g. iPhone6 from iPhone6+.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
if (iOSDeviceScreenSize.width > 568 || // for iOS devices
iOSDeviceScreenSize.height > 568) // for iOS simulator
{ // iPhone 6 and iPhone 6+
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone6
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone6" bundle:nil];
NSLog(#"loaded iPhone6 Storyboard");
}
else if (iOSDeviceScreenSize.width == 568 || // for iOS devices
iOSDeviceScreenSize.height == 568) // for iOS simulator
{ // iPhone 5 and iPod Touch 5th generation: 4 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone5
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone5" bundle:nil];
NSLog(#"loaded iPhone5 Storyboard");
}
else
{ // iPhone 3GS, 4, and 4S and iPod Touch 3rd and 4th generation: 3.5 inch screen (diagonally measured)
// Instantiate a new storyboard object using the storyboard file named Storyboard_iPhone4
storyboard = [UIStoryboard story boardWithName:#"MainStoryboard_iPhone" bundle:nil];
NSLog(#"loaded iPhone4 Storyboard");
}
}
else if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
{ // The iOS device = iPad
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPadnew" bundle:nil];
NSLog(#"loaded iPad Storyboard");
}
// rest my code
}
I would suggest to use Autoresizing Mask in your applications according to your UI interface, it saves a lot of trouble and is better than making different UI for iPhone 4 and 5 screens.

iPhone 5 Wrong Screen Height

I have developed an app on the 3.5 inch Screen and now I did a new Storyboard for the 4 inch screen and I do like follows to switch between storyboards on the appdelegate and I logged the screen height and it gives me 480.00000 check it:
NSLog(#"Checking Screen Size");
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{
NSLog(#"On iPhone");
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if (iOSDeviceScreenSize.height == 480)
{ (diagonally measured)
NSLog(#"iPhone 4: %f", iOSDeviceScreenSize.height);
}
if (iOSDeviceScreenSize.height == 568)
{
NSLog(#"iPhone 5: %f", iOSDeviceScreenSize.height);
}
The NSLog gives me 480.0000 while my phone is iPhone 5
You need to add a "tall" startup image Default-568h#2x.png to the app to indicate that you support the new display size, otherwise you'll be run in compatibility mode (and not full screen).
You should add a new default image Default-568h#2x.png to the project.
It's very simple, just add Default-568h#2x.png which is Default image for iPhone 5 to the project.

How to detect if the device is an iPhone 5? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to detect iPhone 5 (widescreen devices)?
I am trying to add a new view to an existing ios4 project to handle the new iphone5 screen size.
However I dont have an iphone here to test on and the code I am using to test the screen size isnt working, just wondering if there is another way of detecting the device type??
NSLog(#"%f", [ [ UIScreen mainScreen ] bounds ].size.height);
if([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone){
if([UIScreen mainScreen].bounds.size.height == 568.0)
{
//move to your iphone5 storyboard
[self changeView:splashScreenBIGV viewH:splashScreenH animLength:SCREEN_CHANGE_ANIM_LENGTH];
}
else{
//move to your iphone4s storyboard
[self changeView:splashScreenV viewH:splashScreenH animLength:SCREEN_CHANGE_ANIM_LENGTH];
}
}
For my universal app, Forex App, I'm simply using the screen height detection concept like so:
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if (screenSize.height > 480.0f) {
/*Do iPhone 5 stuff here.*/
} else {
/*Do iPhone Classic stuff here.*/
}
} else {
/*Do iPad stuff here.*/
}
Answer is here. Basically, you don't. Use the new constraint layout system in iOS 6. You'll be chasing your tail if you have to rev your layout for every new device with a different screen size/resolution.

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