Getting bigger artwork images from iTunes web search - itunes-store

I'm fetching song information using the iTunes Store web service search API.
The only problem I've got, is that the resolution of the artwork is extremely low (only 60x60px or 100x100px available).
artworkUrl100, artworkUrl60: A URL for the artwork associated with the returned media type, sized to 100x100 pixels or 60x60 pixels.
Is there a way to get bigger sizes of those album images?

iTunes offers a 600x600 version of the image as well - simply change the 100x100 in the image URL to 600x600.
The dimensions of the 600x600 image have one dimension that is up to 600px. Books and movies, for instance, are not square so the image will be 600px tall but not 600px wide.

These are the ones I found:
30 × 30.
40 × 40.
60 × 60.
80 × 80.
100 × 100.
110 × 110.
130 × 130.
150 × 150.
160 × 160.
170 × 170.
200 × 200.
220 × 220.
230 × 230.
250 × 250.
340 × 340.
400 × 400.
440 × 440.
450 × 450.
460 × 460.
600 × 600.
1 200 × 1 200.
1 400 × 1 400.
However, not all iTunes albums have that image size.

Here is a complete list of artwork sizes available from iTunes (as of 10 November 2014)
30x30
40x40
60x60
80x80
100x100
110x110
130x130
150x150
160x160
170x170
190x190
200x200
220x220
230x230
240x240
250x250
340x340
400x400
440x440
450x450
460x460
480x480
600x600
1200x1200
1400x1400

You can get the largest image size available by replacing 100x100bb with 100000x100000-999. I've gotten some images that are 3000x3000. Thanks to Ben Dodson for this find: https://bendodson.com/projects/itunes-artwork-finder/

Related

Xcode>Assets 1x 2x 3x fullscreen image

I am working on an Universal app with several UIImageViews in portrait mode (architectural photographs in jpg) with 0 constraints filling the whole scene. The photographs should be represented with a maximum of quality.
There are currently 10 different screen sizes (incl. iPads):
640px × 1136px,
750px × 1334px,
828px × 1792px,
1125px × 2436px,
1242px × 2208px,
1242px × 2688px,
1536px × 2048px,
1668px × 2224px,
1668px × 2388px,
2048px × 2732px
but the image-well only caters for three inputs (1x, 2x, 3x).
What is the best compromise to solve '3 fits 10' problem without coding?
Obviously it has to be a compromise accepting re-rendering and stretching.
Any experiences what is best to do?
Something like 750x1334, 1536x2048, 2048x2732?
I found my own answer: PDF compression uses the same algorithm (DCTDecode) as jpg and the image is then drawn in the PDF contents stream. The difference is that a jpg compresses pixel, whereas pdf compresses binary data. ... At least that is how I understood it.

IOS Tab bar image size and resolution

I would like to add images to each one of my tab bar items. According to
iOS Human Interface Guidelines the custom icons should have the following sizes:
In Xcode for each image set it is required to prepare 3 images with different resolutions (1x, 2x and 3x). In this guidelines it is not noted what must be the sizes for these images.
My question is according to ios guidelines what must be the sizes and resolutions for 1x, 2x and 3x images?
i think you should see this document
https://developer.apple.com/ios/human-interface-guidelines/icons-and-images/custom-icons/
#1x : 25 x 25 (max: 27.67 x 27.67)
#2x : 50 x 50 (max: 56 x 56)
#3x : 75 x 75 (max: 83 x 83)
50 x 50 px is 2x, 75 x 75 px is 3x, so 1x is 25 x 25 px

How to compute the correct image Sizes for different iOS Displays?

I have a logo image which should be displayed at 95 x 95 pt at iPhone6. This means the logo image has size 190 x 190 px since iPhone6 scales at 2x.
What is the correct size in px for this image on iPhone6Plus to have the same size?
iPhone6Plus scales at 3x this would lead to 285 x 285 px.
But, you can also computed it differently too.
Screen size in px:
iPhone6: 750 x 1334 px
iPhone6Plus: 1242 x 2208 px
Now you can compute:
190 / 750 = x / 1242
and solve this for x. This leads to 314 x 314 px.
So I get two different values for the correct image size on iPhone6Plus.
285 x 285 px and 314 x 314 px.
Which one is correct?
In Xcode you can now use vector pdf images. It will then scale them automatically when building. Support for this has become better in Xcode 7.
This will automatically generate all the sizes you need, this essentially future proofs your image assets.
a guide to vector assets
a link to all the awesomeness that assets can do now
The scaling on the 6+ is a little bit tricky.
You need to multiply the #2x size by 1.5.
Here is an example:
You got an image of 100x100px.
You need an image of 150x150px to be displayed on your iPhone 6+ in clear definition. (#3x)
Here is a useful link:
Icon & imagesizes on iOS devices

How to resize image assets for all Apple devices? (not launch images)

My app displays 2 buttons on the top and a car picture (1 of 4 possible) at the bottom:
Each image file has huge dimensions of 5616 x 3744 pixels and the app lags noticeably and also sometimes crashes (here fullscreen, Aspect Fill mode is used):
So I would like to scale down the image assets and include these files (for each of the 4 car pictures) in my app:
car.jpg
car#2x.jpg
car#3x.jpg
After searching around and I think I have to target the Rendered Pixels sizes, that is:
640 x 960 for iPhone 4
640 x 1136 for iPhone 5
750 x 1334 for iPhone 6
1242 x 2208 for iPhone 6 Plus
and I have yet to look up the dimensions of iPads
However my image view has 20 pixels insets (here fullscreen):
So I am not sure, which value to subtract from the widths of car.jpg, car#2x.jpg and car#3x.jpg.
Should I subtract 40 pixels from each file (that is 20 on the left and 20 on the right)?
just resize the image to the largest it will be (#3x) - it will be significantly smaller than it is at the moment, aspect fill will take care of the rest

What should image sizes be at #1x, #2x and #3x in Xcode?

For example, I have a 100*100 size imageview or button, and I want to set its image or backgroundImage with a local .png file. Based on my understanding, I need to create 3 sets of images, i.e. 100*100 for #1x, 200*200 for #2x, 300*300 for #3x. I am not sure if my understanding is correct or not, can anyone help?
According to my understanding, if the image size is 100 * 100
#1x -> 100 * 100
#2x -> 200 * 200
#3x -> 300 * 300
There is something to understand. By creating 2x and 3x images, you can't expect exact same layout from each iPhone screen. The layout will be different from screen to screen. 1x, 2x and 3x image sizes dealing with only the pixel density of the screen.
Suppose you have an image which is 320 * 70 and you are creating
#1x -> 320 * 70
#2x -> 640 * 140
#3x -> 960 * 210
This will be your output in different screens.
For #3x image increase #1x image size by 3 times!
e.g.
15 x 15 = #1x
30 x 30 = #2x
45 x 45 = #3x
OR
100 x 100 = #1x
200 x 200 = #2x
300 x 300 = #3x
OR
15 x 10 = #1x
30 x 20 = #2x
45 x 30 = #3x
Yes, your understanding is correct.
A standard resolution image has a scale factor of 1.0 and is referred to as an #1x image. High resolution images have a scale factor of 2.0 or 3.0 and are referred to as #2x and #3x images. Suppose you have a standard resolution #1x image that’s 100px × 100px, for example. The #2x version of this image would be 200px × 200px. The #3x version would be 300px × 300px.
For more details you can check this link
https://developer.apple.com/ios/human-interface-guidelines/graphics/image-size-and-resolution/
Yes, you are right. But if you are using Assets you can do it all in one image with three slots for it
Use the assets catalog. Xcode will manage the #1x, #2x, #3x easilly, and tell you the dimensions for the images.
With it it's easy to manage the AppIcon and LaunchScreen images.

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