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How to resize the image programmatically in objective-c in iphone
(10 answers)
Closed 9 years ago.
I created an app of target to iPad and now i want to make an universal app and the time for adjusting my iPad app to iPhone would decrease significantly.
I have set of images (more than 200 images) on iPad dimensions and i want to convert that to iPhone dimension with clarity using objective c (Programmically). I won't need to change iPhone dimension manually, add to Xcode. Because size will increase. if there is an answer for this question.
Thanks.
Kindly look at this other post in stackOverflow
If you want a pixel wise re-sampling refer here and here
hope that helps.
Related
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How to enable native resolution for apps on iPhone 6 and 6 Plus?
(8 answers)
Closed 7 years ago.
I am confused when I see my app's UINavigationBar's height. It seems to be taller than other apps and the size of it's Status Bar font is bigger than other apps
Please take a look at the screenshots below. I did not do anything to my app's NavigationBar.
What could possibly caused this?
Thoughts??
Thank you!!!!
I'm guessing those screen shots are on an iPhone 6. So evidently your app is not iPhone 6 native. Therefore it is portrayed as an iPhone 5 app, zoomed - hence larger.
This is a pity because you are not getting all the pixels you are entitled to (and also I believe it won't get past the gatekeepers at the App Store).
It's kind of a long-shot But conform to the UINavigationBarDelegate and try implementing this method
- (UIBarPosition)positionForBar:(id<UIBarPositioning>)bar {
return UIBarPositionTopAttached;
}
The greater likelihood is that it is scaling to fit a 6 / 6+ in which case you need to add the proper launch image assets.
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Bundling retina images only in iOS apps
(5 answers)
Closed 9 years ago.
It seems like Apple is now manufacturing iOS devices with retina display only. We usually keep two versions of images like IconCricket#2x.png / IconCricket.png. So I would assume now we can only add #2x.png into App. Is that okay? or Is it still necessary to add 1x images?
You can add only #2x images thats enough...
But for your help in Xcode-5 there are very easy way to add images for your project ..
go to project and add images accordingly .....
1- App Icon
2- Launch Images
It's not. You may use Retina images only. They will be downscaled on non-Retina devices
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In my program I use "StoryBoard" and when I first start the application window should appear with instructions.
So, is it possible to add an image in the UIImageView, in StoryBoard, and run the application on iphone 3gs this image bends
In the application resources are files Introdusing#2x.png, Introdusing-568h#2x.png and Introdusing.png, but on all devices use only Introdusing-568h#2x.png. How to fix it?
Please help....
If you ask for an image image, iOS will check for image#2x.png and image.png, using the appropriate one for the device's resolution. iOS will not check for -568h images, so by providing an image Introdusing-568h#2x.png, your program will check for Introdusing-568h#2x.png and Introdusing-568h.png, and, not finding the latter, it will use Introdusing-568h#2x.png in all cases. You have two options: tell IB to use Introdusing.png or Introdusing#2x.png and let iOS pick from just those two, or you can determine programmatically whether the device is a retina-4 and use the appropriate image.
Also, PLEASE correct the name; it should be "introducing," not "introdusing," and in context it should probably be a noun, "introduction".
In IB you need to make sure that the image linked to your image view is set to the lowest quality .png file. So in your case make sure it's set to Introdusing.png and not Introdusing-568h#2x.png. It will determine the proper image to use at run time.
If I understand you correctly, basically you have 3 files: Introdusing#2x.png, Introdusing-568h#2x.png and Introdusing.png.
If you want ALL devices to use Introdusing-568h#2x.png, then set the UIImage to Introdusing-568h#2x.png file and delete the other two files. Keep in mind this will cause some displaying issues in old iPhone 3G/GS and iPhone 4 screens. You may see distortion as the older iPhones scales the image to fit that screen so test your app for each of the phones and see if that's ok with you.
If you want to use the correct image for the 3GS, iPhone 4/4S and iPhone 5 screens, then set the image to Introdusing.png and UIImageView will figure out which image size is the best one for the different phone models.
This question already has answers here:
Dealing with iPad Mini screen size
(9 answers)
Closed 9 years ago.
Hi is their any extra things like image dimensions or any kinda plist property set up or any kinda extra set up we need to take care for my iPad app so as to support iPad mini
Not at all. You just should have each image in two versions, non-retina and retina resolution (the #2x thing). But you should have done that anyway to support retina.
iPad mini uses a non-retina resolution. From an UI perspective, you can compare it to iPad (1) and iPad 2.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
My apps use standard Apple controls. Some of them are really simple (UITableView nested in a UIView) and others are UITextView inside a UIScrollView inside a UIView
When I run the apps on my new iPhone 5, they are letterboxed. How do i update them to take advantage of the new iPhone 5 real estate?
First of all to remove the letter boxing, you let xcode know it should work on the iPhone 5 by adding an iPhone5 sized startup image which will be named Default-568h#2x.png
Straight away, your app will work without the letter box.
Then you need to move onto formatting your views to fit. From experience, every UITableView i've had has automatically resized to be longer, but most other views needed some tweaking of the Struts and Springs.