I have an iPhone 5 optimized app and I would like to upgrade its graphics for iPad Retina.
How can this be accomplished?
Do I have to double the size of every graphic element I currently have from image#2x to image#4x?
If your app is already optimised for the iPhone 5 Retina screen (as in having #2x) image files which are double size graphics for your image assets then you shouldn't need to do anything else for the iPad Retina Screen apart from creating iPad Retina Splash Screens (if necessary).
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I have search many sites and many posts but could not find information.Can anyone tell me size of pixel for launch image for iPad pro 12" inches.Thank you.
They are no longer support launch images and will not be adding the iPad pro launch image size to asset catalogs.
You should use Launch Screen Files for iPad Pro instead of Launch Images. First, from iPad Pro, iOS don't support Launch Images, so you can not find the right sizes for iPad Pro's launch images in Xcode 7.1 and leter. Second, if you don't use Launch Screen File, you app running on iPad Pro will be scaled, which is so called 'Display Zoom'.
1x will be 1366x 1024 in portrait
2x will be 2732x2048 in portrait
It's the same size as the screen resolution.
2732-by-2048 resolution at 264 pixels per inch (ppi)
As per Apple's website
My question relates to creating a custom image asset for iPad Pro. It is my understanding that the correct image from an image asset set in Xcode is picked based on the type of device in the following way:
iPhone:
1x: iPhones older than iPhone 4
2x: iPhone 4/4s, 5/5s, 6/6s
3x: iPhone 6/6s Plus
iPad:
1x: non-retina iPads
2x: retina iPads (including iPad mini)
If this understanding is incorrect, please let me know. But if it is correct, how do I make a custom image set for iPad Pro? The images I made for the regular-size retina iPad would be too small to fit on the iPad Pro and there is no 3x option for an iPad image set.
I am testing an app developed for iPhone on an iPad.
What is the screen size of the App when running on iPad Air? I see a x1 symbol suggesting that runs in native iPhone size but I am not sure.
iPad air uses #2x retina images for the assets. The screen resolution is 2048-by-1536 but the real estate (use actually lay out UI elements using the real estate not the actual resolution) is 1024 by 768.
I have a simple, single view iOS app. I have an image which is to be used as the full background. Currently, i have edited the image for both portrait & landscape, in standard (414 X 736) & retina (1242 X 2208) for iPhone 6.
When i use iOS simulator, the background appears fine in all of the devices (4s > 6 plus). However i'm unsure about if this will hold out when launched/released.
Do i need to provide the image in all different resolutions for each device in my final app?
e.g imagePortrait4s.png, imagePortrait5.png, imagePortrait6.png, imagePortrait6plus.png etc
Since your image needs to be the same size as a launch image, your best bet is following the requirements for those: iOS Human Interface Guidelines - Icon and Image Sizes
Since the documentation does not state that providing the larger images for the iPhone 6 is sufficient to provide a good launch image for older phones, assume you need a 640 x 960 image for the iPhone 4s.
I have a iPad app built with SDK 5.1 (Xcode 4.4). The app is a non-retina app. On iPad 1 and 2 the images are scaled properly. On the new iPad (3rd generation) all the images get scaled up. This behaviour is kind of expected, but undesired in my situation. How do I prevent the images from being scaled up?
Since you are building for both Non-Retina and Retina devices you should include both versions of all images. The Retina images should be double in size of the screen resolution and should have the #2x.png (or jpg) suffix. Example: Background-Image#2x.png