I have been developing an app for iPad and was testing i on iPad 3 and iPad air with no problems at all. When i tried same app on iPad 2 the images were blur and some of them were not displaying properly even some were half visible half not visible.
As per my knowing the iOS7 only apps do not need non-retina graphics so i am using only Retina Graphics. So i tried using Asset Catalog too but same was the result.
Strangely when i use image#2x.png in xib it displays fine but do not show image in xib and when i use image.png it is displayed in xib but same issue when run on the device.
What i need to do to show images in xib too and would run fine on device?
Fisrt You MUST provide non-retina graphics in the asset catalog. You should understand that bigger images on old devices provides bigger memory and performance impacts.
You must pay attention also on odd measure, because if some geometric frames calculation results in decimal point such as 23.5 1.5 you are going to have antialiased elements in your interfaces.
You can avoid that wrapping frames into CGRectIntegral.
Related
I am using Universal for Assets.xcassets in the hopes that I only have to create 3 different sizes for each image I use. But, despite Assets.xcassets telling me that my images are Universal in the Attributes Inspector, when I test on my iPad, the images are blurry and aren't as sharp as they are on my iPhone, making me question why there is a Universal option.
I've double checked all my images and they are all correctly sized.
My questions:
In the Attributes Inspector, under Universal, there are iPhone and iPad options. In order for my iPad to provide crystal clear images, should I use the iPad option?
And if I should: What's the point of the Universal option if it doesn't really do its job?
Also if I should: What size images do I use. The iPad option gives me the options of 1x and 2x size images. So, should the size of the 1x image for iPad be the same size as 1x image for Universal?
Thanks in advance.
Universal merely means that this app will run on iPad and iPhone natively. Thus the devices on which your app might run can have a single-resolution, double-resolution, or triple-resolution screen.
If you have checked Universal, accordingly, you should see three slots:
Your job, therefore, is to make three versions of your image, sized in proportion. If the 1x is 100x100, the 2x should be 200x200 and the 3x should be 300x300. The version in the appropriate slot will be used at runtime in accordance with the screen resolution of the device we're running on.
The asset catalog does not do any image sizing for you. You have to do it beforehand. (I find Graphic Converter a nice utility for this purpose.)
You could just supply a 3x image and allow the runtime to size down for you, but this is a waste of memory; Apple specifically advises against this in one of the WWDC 2016 videos. So just bite the bullet and make all three image sizes yourself.
Finally:
when I test on my iPad, the images are blurry and aren't as sharp as they are on my iPhone
Hmm, the only reason I can think of for this is that your app is not running natively on the iPad, but is an iPhone app running in "emulation mode" on the iPad. If that's the case, nothing you can do is going to make it look really good. It would be better to write your app as a true Universal app. That is a setting that you make when you create the project initially (though it can be changed later by editing the app target).
I am trying to figure out how to use the xcassets folder in Xcode 6 and I have to say Apple could have done a way better job. I'm a big fan of Xcode but their images storage per type of screen / phone is a nightmare.
First, in my application I am using images which will have a height of half their width. From what I understood, taking pictures of around 1200x600px should do for all types of iphones (full width minus small margin). So I put them in 3x universal, right? If I gave the maximum size why would apple need 1x and 2x ...? Just resize it yourself, no? Is it compulsory for me to give something or will it work by itself? Images are not vector but simple PNGs. In the simulator nothing is complaining and it works well for all types of iphones. Is it okay to leave the other two empty? From I see from the simulator iphone 6 will use downsized #3x images so what is the point of having two images? Only ratio is important and they have the same ...
Secondly, I just added today a launch screen for retina hd 5.5 / 4.7 and now when I run the app in the simulator my uitableviews only take around 4/5 of the full width instead of full width .... can't figure out why adding a launch screen would modify layout of my uitableviews ....? Navigation bar and other screens seem untouched though ...
Any help appreciated.
you need to add the images for the 2x & 3x because when you add large size image then at the run time this image get resize as per the actual width of the image it utilize memory lots of memory to do this & some time if your application have too many images then you will get memory issues
if you want to test this then run your application in iPhone 5 then see the memory utilisation by first keeping the high resolution image now take image which will be of appropriate size to iPhone 5 & then run again you will see the difference
so the best practice is to use different image for different size & not images in this fashion.
The answer to your second Question
if you are not adding the splash screen for iPhone 6/6+ then iOS stretches your UI of iphone 5 to fit into the size of the iPhone 6/6+.
But when you add splash screen it stops doing that.
late to the party but yes you need to manage all this resolution by yourself. Otherwise it will consume more memory.
but yes there is one tool which will make your work less by generating all assets for you
AVXCassets Generator
According to this link, would I need four different version of the same image size? Originally, I only created one for the iPhone 5, and I used the autosizing feature on storybuilder to resize the image correctly on iPhone 4s and below.
Concerning the four resolutions (***#2x.png): As it is described in https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html#//apple_ref/doc/uid/TP40006556-CH27-SW1 you have to resize some images, for example the App Icon has to be high- and low-resolution,
If you need to support standard-resolution iPhone or iPod touch devices
(Source: https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html#//apple_ref/doc/uid/TP40006556-CH27-SW1)
For the other Images, it is not necessary, but as "ta.speot.is" described in https://stackoverflow.com/a/12549329/1113407 it is better if you do it yourself.
And "JustSid" comment
Why should already slow devices do even more work?
(Source: https://stackoverflow.com/a/12549329/1113407)
put it straight: The older devices which do not support retina display are slower and at most times (own experience) your app won't run fluently on those if you do not prepare the app.
Concerning the iPhone 5 vs iPhone 4S:
You need some images in both heights, as it is mention in https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html#//apple_ref/doc/uid/TP40006556-CH27-SW1.
As the iPhone 4S has got the Apple A5-Chip and doesn't have to resize the image, as it has got an retina display, other images don't have to be resized. Therefor you could use the storybuilder-feature... But you have to ask yourself if the app should run on an older, non ratina display device...
I have created a basic tilemap using Tiled. I am using JSTileMap with SpriteKit to get the map in the scene. As I understood, JSTileMap (rather SKTexture) handles the retina and different devices automatically. I have not been able to produce good results so far, here is my setup:
I have one .tmx file created at a base resolution using map.png as it's tile set. The .tmx is present in the project but I purposely did not add map.png (I do not want to support non-retina iPhones).
In the project I only added the following .png's:
map#2x~iphone.png (retina iPhones, using 48x48 tiles)
map~ipad.png (non-retina iPads, using 48x48 tiles)
map#2x~ipad.png (retina iPads, using 96x96 tiles)
Here are the results I get (after clean builds and reset content and settings on simulator):
Retina iPhone - tiles is wrong spots
iPad - no tilemap displayed, JSTileMap has parsing error
Retina iPad - tiles in wrong spots
If I use just a plain vanilla map.png (with 48x48 tiles):
Retina iPhone - tile map displays well but too large of course
iPad - tile map displays perfectly
Retina iPad - tile map display perfectly and is scaled.
I know I could just use a 24x24 tile map.png and apparently it will scale everything. I would prefer not to use scaled tile sets as the quality would suffer.
Thanks in advance.
E
I was able to narrow down that SKTexture ignores the ~ipad file extension for the #2x file extension. This only created more headaches in trying to build a tile map system for iPhone retina, iPad, and iPad retina.
I have decided to avoid the problem all together. I am not using a universal app in my project now. I have a iPhone project and a separate iPad Project. This way all I need to do to work with Retina is the #2x file extension in each project.
This does fully work (much easier). A word to the wise to those only building for retina iPhones... half your tile height and width sizes in the .tmx files, otherwise you will have a great time trying to deal with the content scaling.
Since you're using Sprite Kit and that requires iOS 7 there's actually no non-Retina iPhone to target anyway.
The thing in that instance is that you can't use #2x suffixed images without providing the same image without the #2x suffix. So the solution may be as simple as supplying the Retina iPhone images without the #2x suffix. You likely don't even need the ~iphone suffix either because the other two types of assets will only be used by the iPad devices.
This is based on an answer to a different question. I haven't personally verified it.
I am creating an application for iPad, the images I have available from graphic designer are
really big, almost twice the size.
According to the graphic designer, the images were created keeping in mind iPad 3.
So if I reduce my image size to half and use them, is it going to make any difference on iPad3?
Or there is no difference and it will be compatible in both.
I am new to iOS development and not sure about the image resizing in detail.
Thanks in advance.
You will have two versions of every image where one is double the size of the other and the operating system will decide which version to use. You just need to name the images correctly.
Images for ipad3 will have #2x within the name. Example
image.png <--- non retina ipad
image#2x.png <------ retina ipad (ipad3)
Here is a post explaining this more: Preparing your iPhone App for Higher Resolutions