Background images often corrupted (only observed in iOS devices) - ios

I've developed a fairly graphic heavy website.
Mostly it is fully functional but a few users are observing a few corrupted background images when viewing from iPad or iPhone.
It doesn't seem to make a difference whether the image is a .jpg, .png or DataURI image.
Screenshots of the corrupted images can be seen here http://imgur.com/a/UbRim
On an iPhone, refreshing the page doesn't make a difference. On and iPad apparently, it does. Most of the time and most of the images look absolutely fine.
The website is http://www.alternative-tune.co.uk/
The only other thing I wonder is could it be the color profile (simply because I don't have a clear understanding of them). Photoshop tells me it's:
RGB: sRGB IEC61966-2.1
CMYK: US Web Coated (SWOP) v2
But surely this is ruled out by the fact that it works fine most of the time?
Does anyone have any ideas what's going on?
Many thanks,
Ben

Related

How To Prepare Image Assets in iOS supporting both iPads and iPhones?

I usually do not care much about my assets even if I support the iPads in my project. As long as the imageView for the background of the app is set to Aspect Fill.
Also, here are some links I've found, but not so related to this question.
OLD Question and old answers: How to support both iPad and iPhone retina graphics in universal apps
Cool question and cool answers, however, question and answers focus merely in iPhones:
iOS: Preparing background images for applications
Going back to the question, if I have an Adobe XD file or Sketch, or Photoshop or whatever file that lets me export an image/asset, in what resolution should I start? Do I start with the largest possible size (for iPad Pro) which is 1024x1366 then let the software cut the sizes into #1x and #2x?
If I'm only to support the iPhones, then this would be way lots easier. Thank you!
If your source is vector based, then (obviously?) it's a non-issue...
With bitmap / raster images, you almost always get better results by scaling down.
Depending on the image itself (a photo tends to scale much better than a line-drawing), you may not be happy with simple "auto-gen" features... in which case, you'd need to manually "scale and tweak".
(Hope that helps).

iOS image quality improvement

Icons Are Pretty Right?
I'm working on an UI update in an iOS app, and trying to make things look a bit better with some new icons- but I seem to be incapable of determining how to save an image correctly so that it looks good in the interface!
As you can see from this image, if I include a white background with the image it looks great. If I take those same images and use an alpha background they look terrible! It appears that either the images aren't using the #2x correctly, or something else is going horribly wrong.
These images are either saved with GIMP as a png with alpha, or exported from inkscape, the originals are vector graphics. We get the same results from both avenues. I am using both a base imageName.png and imageName#2x.png for scaling.
Somehow, magically, I changed the a single image to greyscale in gimp, and changed the base size to 25px and it showed up with alpha correctly blended. Stock images from apple are also functioning correctly, so it absolutely seems to be something that I'm doing incorrectly when I'm saving the images.
The Setup in XCode
Basic Questions
Is there a certain bit depth, argb vs rgba format, or some other quirk that I need to know to get these images to show up correctly? Is there any way to verify that the program is loading the correct imageName#2x vs imageName? Is there some document that talks about integrated graphics (the iconography documentation isn't very helpful on technical details)
Actual Images
With Background:
Without Background:
I think you will find success if you just save the image at 4x the size you actually want and specify the size manually.

Keep many images in an iOS app

I want to make an iOS app. This app will have over 200 images, each with different sizes (500x500[maybe smaller] and less). What is the best method to keep them, having a smaller app size?
I think about optimizing their sizes for web in photoshop, but still the app will have a big size if I want to keep and a respectful quality.
Any ideas?
Well, I don't know if you can do this for your app, but you can download them from the internet once the user installed your app. This way you can keep the size of the package as small as possible (I assume you talk about non-critical images, that can be obtain afterwards).
UPDATE
Alternatively you can use SVG instead of bitmaps, of course if applicable:
how to render svg file in iphone and ipad

What might cause a partially loaded JPEG in a UIImageView?

We are getting reports in the field, on both iOS and Android, of partially loaded profile images in our mobile app.
Here is what it looks like (note that I have gaussian blurred part of the image to protect the privacy of our members, but the grey is what is actually rendered):
AFAIK there is not a concept of loading "Progressive JPEGS" in UIImageView, so I am at a loss about how this image could even have been rendered at all. This code has not been modified in at least a year. All images are hosted on S3, and have been for 2 years.
Is it somehow possible that carriers are truncating images now if a device hits a certain bandwidth limit?
-- Edit --
I can confirm we were able to repro this behavior on an AT&T network. Is it possible that AT&T is munging images in this fashion when a user goes over his data cap or something?
I had this same issue crop up when I switched from https to http images. Needless to say... I switched back to https based images.

Do I really need lower-resolution images for older iOS devices?

I am developing an iphone application and i am using a background picture for my app. I know that before iphone 4 , the resolution of the screen was 480x320 and after 960x640. I read that i should use 2 images like : MyImage.png and MyImage#2x.png with the 2 different resolutions and the app will know which one to choose according to the phone. My question is very simple. If i just use the 960x480 , whats the difference? I am developing on an iphone 3gs and i am using this resolution and everything works perfect. So why have a small resolution for these phones?
The difference, in my opinion, is the following: the phone is going to resize the doubled-resolution to half the size, and this will lead to (1) the final image is not as smooth as if you would have exported it from a image application like Illustrator or Photoshop - at least from my own experience, when I export both resolutions, in non retina devices, the images don't look as good if I had exported the normal resolution. Also (2) the device will waste time/performance to make this conversion, although I don't know how much it is significant. And (3) finally, you may overload memory with no need, considering that the doubled sized images are bigger files, and you could use smaller files instead.
If you don't mind about this issues, you can go ahead. Try yourself.
If nothing else, the high-resolution images will tax the memory much more. One full-screen image at 320✕480 is around 600K in memory, whereas the 640✕960 is almost 2.5M, four times as much. On the older devices the memory is much more scarce than on the new ones and you might run into problems later in the development cycle, when there are more resources in play.
Even if you are able to test the app on all older supported devices and you can guarantee that there are no immediate performance problems or visual glitches, the app will take more memory, forcing the OS to kill other apps more frequently (= worse overall user experience).
if you use one version of image, (960x640) , there will be a memory overhead when the app run on non-retina. you dont need to display the high res in non-retina, only in retina display, making two versions of images .png and #2x.png will tell ios which image version it should load, depends on what device is currently in use.

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