iPhone 6 addressable screen size - ios

The new iPhone 6 has been announced, and there are multiple posts about the number of pixels and the pixels per inch. That's great, but ignores an important question for developers that I don't seem to be finding anywhere.
What's the addressable screen size?
For example, the iPhone 5 has a 4" screen with 1136x640 pixels. Cool. But if I'm programming for it, the addressable screen size is 568x320. If I draw a line from 0,0 to 568,320 (in landscape mode, full seem, of course) it goes across the entire display, not half of it.
The iPhone 6 has two new pixel sizes, 1334x750 and 1920x1080 for the iPhone 6 Plus. Presumably, this means the addressable screen space for programming is 667x375 for the iPhone 6 and 960x540 for the iPhone 6 Plus. Can anyone confirm that?
Also, the simulator now has a variable size setting, but doesn't come preset for the new iPhones. Do you set the simulator to 1334x750 or 567x375 to set layouts for the iPhone 6?

The iPhone 6 has a scale of 2 so the point size is 375 x 667 (not 375 x 567).
The iPhone 6+ actually has a virtual pixel size of 1242 x 2208 with a scale of 3. So the point size is actually 414 x 736.

Related

Background image size on iPhone

Hello I have made a background image (size: 1136 x 650). Then I have implemented it into my app but on iPhone 5 it is too small though in all the guides I read they said that 1136x650 would be the size for a background image on iPhone 5. Then I have used the same image but with size: 2272x1300 (#2x) and now it fits perfectly.
Does that mean that I have to use a background image with the size: 2208x1242(normal) and 6624x3726 (#3x) for an iPhone 6+?
The number of physical pixels in the screen and the number of points in the screen's coordinate system are different numbers. As you have discovered an iPhone 5 has four times as many physical pixels on the screen as logical pixels.
For iPhone 6, in order to fill the whole screen in landscape orientation, you would need a 1334 x 750 image. For the 6+, you would need a 2208 x 1242 image. A quick way to tell is to check the requirements for the launch image, which you can get to from here.

The keyboard in my iOS app is too tall on the iPhone 6. How can I adjust the resolution of the keyboard in XCode?

Currently I am adjusting my already existing iOS App to iOS 8 and the iPhone 6. Currently the keyboard on the iPhone 6 seems pretty tall (like the WhatsApp app before the iPhone 6 Support Update). Can somebody tell me what I have to do, to fix this in my code?
It's not a coding issue. Your app is being rendered for the smaller screen sizes and then scaled up to fit the new larger screens (including the keyboard). You need to include launch images in the native resolutions for the iPhone 6 and 6 plus if you want it to render properly, but you will likely need to be using auto-layout if you want everything to grow to fit the new screen sizes and take advantage of the extra space.
For iPhone 6:
750 x 1334 (#2x) for portrait
1334 x 750 (#2x) for landscape
For iPhone 6 Plus:
1242 x 2208 (#3x) for portrait
2208 x 1242 (#3x) for landscape
or you can go through this link it may help you
http://matthewpalmer.net/blog/2014/09/10/iphone-6-plus-launch-image-adaptive-mode/

Issue with iPhone5 and iPhone6 #2x images

What is the official iOS naming convention for(#2X),
iPhone 6 :
667x375 points 1334x750 pixels 2x scale 1334x750 physical pixels 326 physical ppi 4.7"
iPhone 5 :
568x320 points 1136x640 pixels 2x scale 1136x640 physical pixels 326 physical ppi 4.0"
iPhone 4 :
480x320 points 960x640 pixels 2x scale 960x640 physical pixels 326 physical ppi 3.5"
so, that device recognise the image(with #2X) is for iPhone 6, iPhone 5 or iPhone 4?
There is no publicly exposed way to differentiate your images between the various device sub-types. If you must load a separate image depending upon whether your app is running on an iPhone 4s, 5, or 6, you will need to perform the detection of the device and loading of the proper image entirely in your own code (use the screen size to differentiate).
You may try #3x, though I haven't checked it.

iOS background size of images

What size of image I need to have if I want to use it as background to full screen?
1.png 320 - 568 points non retina
1#2x.png 640 - 1126 points retina
Am I right? Or what size are correct?
You could use the size of the splash screen images for your views too, making your app iOS 7 forward compatible.
For iPhone 5 and iPod touch (5th generation):
640 x 1136 pixels
For other iPhone and iPod touch devices:
640 x 960 pixels (retina)
320 x 480 pixels (standard resolution)
It depends on what device you're targeting. If you looking at just the iPhone 5/5s then you're spot on. If you're also taking into account everything below the iPhone 5, then you will also need
320x480 (non retina)
640x960 (retina)
So it just depends on the devices you're supporting. There are loads of resources on the net about these things. Also bear in mind that the background size will be different depending on what components you use, such as navigation bars and tab bars. And also if you're supporting iOS 7 then the status bar is transparent, where as on iOS 6 and below, you don't need to provide the background for that (so the above dimensions are actually correct for iOS 7 but not exactly right for iOS 6)

iPhone Launch image for a landscape based application

The problem is that the launch image I have set up isn't showing up I speculate its because its dimension are for portrait but since its landscape based it isn't showing up and I have set up all my launch images correctly on the asset catalog now the thing is I don't know if I'm supposed to set it up as portrait under Deployment info and later then coding for it to once it has completely launched and loaded to stay in landscape and not rotate to portrait I notice that on my asset catalog I don't have an image with the dimensions 320x480 it never asked me for it you know how it has slots well in my project it never gave me one pertaining such dimensions (320x480) it only had two slots for iPhone portrait which were "#2x" (640x960) and "R4" (640 x1136)
Update
I tried changing the dimension from 640x960 to 960x640 but I got an error as soon as I added to the catalog because those weren't the right dimensions
More Details : apple doc
portrait only available in xcode for launch image but you can customize your image. create image landscape mode the portrait size through attached to xcode. it's works perfectly and display image as landscape
Create launch images in different sizes for different devices. Launch images for all devices must include the status bar region. Create launch images in the following sizes:
For iPhone 5 and iPod touch (5th generation):
640 x 1136 pixels
For other iPhone and iPod touch devices:
640 x 960 pixels
320 x 480 pixels (standard resolution)
If at all you still want to view the splash screen in landscape mode you have to design the image in such a way as we cannot change the behavior of the splash screen.
Instead of designing the image as 640x960, design it as 960x640 and your problem will get solved.
Edit:
This is sample splash image in portrait dimension but designed in landscape view
All the best.
The iPhone only uses ONE launch image -- portrait
only the iPad supports orientations during launch
what many do:
have no launch image
make sure applicationDidFinishLaunching returns as soon as possible(!)
show your own splash screen view
do your real loading only THEN
I was going to comment on #Warrior's answer but StackOverflow won't let me.
You shouldn't need to specify an iPhone 5 optimised image (I haven't for my app and it works), although if this is a new app I would recommend it.
Are you running it on an iOS 7 device?
I have noticed that Xcode allows you to add a 1x and 2x image specific to iOS 5 & 6 devices.
Otherwise all I can suggest is checking your dimensions (it must be a portrait sized image 640x960px) and be placed in the '2x' slot) and also make sure your info plist is pointing to the correct location.
Then as others have suggested, all you need to do to get a landscape image is have artwork that is rotated 90 degrees when your image is portrait.
The screen size and Icon size for iOS.
ICONS (iPhone and iPad)
29 x 29pt (1x and 2x)
40 x 40pt (1x and 2x)
50 x 50pt (1x and 2x)
57 x 57pt (1x and 2x)
60 x 60pt (2x)
72 x 72pt (1x and 2x)
76 x 76pt (1x and 2x)
NOTE: 2x is double the size of 1x images
SCREEN SIZE
iPhone 4s and earlier (3.5 inch)
320 x 480 pts
Retina
640 x 960 pts
iPhone 5 (4 inch)
320 x 568 pts
retina
640 x 1136 pixels
iPad protrait
768 x 1004
retina
1536 x 2008
iPad Landscape
1024 x 748
retina
2048 x 1496
OTHER IMAGE SLICING
All image slicing requires both 1x and 2x to work perfectly for retina and non retina displays.
NOTE: 2x is double the size of 1x images.
Normally you add both a portrait and landscape image to the asset catalog and the device chooses which one to use based on the current device orientation.
If your app only supports landscape then you only need to provide a landscape image, as long as you set the "Device Orientation" in your info plist to be "Landscape Left" and "Landscape Right" ONLY.
In that case, the user will always be presented with a landscape launch image and this will indicate to them that they need to rotate their device.
- Anthony

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