I'm making a retina iPad app. When I test with iPad simulator I get a nice display of my icons and buttons etc...
But when I switch to the retina simulator I get big buttons and images... Is that normal? Unfortunately I haven't a real iPad to test on.
Yes it is normal.
The reason being is the resolution of the retina display is 2048x1536 while the regular iPad is 1024x768.
When you test your app in the regular simulator, you'll see your app in 1024x768, which will appear "regular sized" on your display. When you test your app in the retina simulator, you'll be seeing your app in the full 2048x1536 resolution. And since chances are very good your computer monitor is not a retina display, you'll see it a bigger window with scaled up UI elements.
If you test your app on an iPad with a retina display you'll see everything is the same size as on a non retina iPad, since the physical screen size is the same.
Related
I am using iTunes Connect to submit an iOS app and I wanted to get screenshots of the app on an iPhone 5 (4 inch screen) and an iPhone 6 (4.7 inch screen), both of which I own. Apple says the image sizes for the screenshots need to be 640x1136 and 750x1334 respectively
When I took a screenshot on the iPhone 6 of the app and sent it to myself through email, as the "actual size", the image was 640x1136, not 750x1334. Why is this?
In Xcode the iOS Simulator makes the app look much worse (lower quality imagery and glitching in some tables/images) so I don't want to take a screenshot from that. How should I go about getting a screenshot of the proper sizes?
Your iPhone 6 is in Zoom-Mode. You have to change it to normal mode. Go to Setting - Display & Brightness - View-zoom (translated from Germany).
The iOS Simulator brings full scale screenshots even if the simulator is scaled down due to your computers screen size.
Edit:
the iOS Simulator no longer brings full scale screenshots if scaled down, you have to scale to 100% to get the right dimensions on the simulator
I have developed an universal app and i import my graphics stuff. I came across with the following thought. If the icon that is referred to iPhone retina display and the file that is referred to iPad non retina display has the same size, is there any way not to import the same file with different names (icon#2x.png & icon~ipad.png) twice?
I am not sure if there is such an icon size that would have same size for iPhone retina and iPad non retina device(Pardon me if I am incorrect). If you are talking about any normal image that you want same for iPhone retina and iPad non retina, and you want the app to automatically select the same image for both devices mentioned above then, no. You can manually do that though, which you probably already know.
If you build to a simulator with dimensions too large to fit on your screen, it'll throw it into a nice, neat little regular OS window, rather than the "Oh look, it's an iPhone on my screen!" thingy.
I'd like it to always do that, even with a non-retina phone whose dimensions can fit on my display. I don't ever want to see the graphic bezel around the outside.
Is that possible?
To not show the graphic bezel either change the iOS Simulator device under hardware -> device to iPhone Retina 3.5 inch or iPhone Retina 4 inch. Another solution is you can keep the "iPhone" device setting and change the window scale. Either of these will remove the bezel.
i've been writing an app for iPad. I used 2 images, menuBar.png and menuBar#2x.png, on for normal and the other for retina. When i run on simulator, it's perfect. But when i built and run on iPad 3, it seems doesn't load the retina image.
Can anyone give me a solution or show me where i go wrong?
The image should be called:
iPhone non-retina: menuBar.png
iPhone retina: menuBar#2x.png
iPad non-retina: menuBar~ipad.png
iPad retina: menuBar#2x~ipad.png
if not named liked this, it will fall back to the iPhone non-retina image
I am designing an app for 9.7 inch iPads. I would like to know if anybody has any experience on how an app designed for bigger iPads looks on iPad mini? Does it scale down automatically, somehow that is perfectly usable on the smaller screen? Or should I take any considerations into account? I have not downloaded the latest Xcode, so I am not aware if it has an iPad mini simulator. But my concern is the Physical device, even if Xcode has iPad mini simulator.
From an app's point of view, the iPad mini is identical to an iPad 1 and iPad 2. The screen has the same number of pixels - 1024x768.
Of course the screen on the iPad mini is physically smaller. This is generally only an issue if you need to draw something that comes out to a specific physical size. An example might be if you need to display a ruler in inches or cm. Otherwise it's a non-issue.
There is no separate iPad mini simulator in Xcode. There is no need for one. The screen renders at 1024x768. This works for all non-retina iPads, including the mini.
From a usability point of view, an iPad app running on an iPad mini versus the other iPads, buttons and text will be slightly smaller due to the physically smaller screen. Some people may argue that some apps would benefit from using a larger font or bigger touch areas. But in reality this shouldn't be an issue. The iPad mini has the same DPI as iPhones and iPod touches. If people can use those devices OK then they can use an iPad mini OK.
A debug tip to test on your iPad how your design will render on an iPad Mini : create a button somewhere in your app and add a target to the following method :
#ifdef SIMULATE_MINI
-(void)toggleMini{
static BOOL isMini = NO;
static float fl = 7/9.7f;
isMini = !isMini;
[myWindow setTransform:
isMini?CGAffineTransformMakeScale(fl,fl):
CGAffineTransformMakeScale(1,1)
];
}
#endif