Balck bar appears on top and bottom of iphone 6S - objective-c

I have an ongoing ios project, and it is almost done. Meanwhile apple released new ios version (ios 9) and devices (iphone 6S & iphone 6S+).Client demanded a build for newly released 6S, and we gave a build, since the screen size of 6S is similar to 6 and we have used resizing feature for design elements, we gave it without thinking second time. But unfortunately it has some black bar in bottom and top side of the screen as client said, 6S is not even released in our country to check.And we have installed new mac and xcode version to check in simulator, but it is ok in 6S simulator.And we gave another build taken from new Xcode , same issue is there.
Client is upset and we are in trouble. Please help some one. Thanks.
Note: It is working fine in iphone6.

As of iOS9, your project must contain launch images. The 'ZOOMED' mode they had for iPhone6 devices is now deprecated and cannot be used (if your base SDK is iOS9).
Instead, applications which do not contain launch images for iPhone6 devices will be letterboxed.

Related

I'm making an macOS app. Is that possible to use a different app icon on different version of OS?

I've been working on an macOS app for a while. And recently Apple released the first beta version of Big Sur, so I changed my app icon into rounded rectangle shape, just like every other apps in Big Sur.
Now I wonder if it is possible to let my app use rounded rectangle shape in macOS 11.0+, and use another icon in previous versions?
I noticed that Apple's Developer.app is already doing this.
EDIT: I noticed that Apple's Developer.app app icon doesn't change automatically. You have to reinstall it from the App Store.

xcode not recognizing screen size height 677

I have an app I am updating because of the Launch Screen requirement instead of launch images.
In so doing I came up with many many warnings that "views without any layout constrainsts may clip their content or overlap other views". When I went in and tried to address the problem no matter what I did the warnings multiplied. So I am attempting to rewrite my code to get the screen size and place and size my objects for each phone. The problem is that Xcode apparently does not recognize iPhone 6 screen size on the actual device. In the simulator iPhone 8 is recognized but I don't have an actual iPhone 8 to try out. I would assume it is the same size as the iPhone 6. I have looked on line and I saw this was a problem and possible fixes were to "make sure iPhone 6 launch images were available", but since launch images are no longer that isn't a solution. I also tried
if([UIScreen mainScreen].fixedCoordinateSpace.bounds.size.height == 667.0){
also but that didn't help either.
I can't believe Apple doesn't want to have developers not get the screen size for iPhone 6.
Is there a work around or new way to get screen size for iPhone 6?
Does this problem happen on iPhone 7 and 8 and iPhone 6,7,8 +?
I just saw that I have to include specific sized launch images with my launch screen with specific names. Is this true? How do I do this? Is there a GOOD tutorial?
I am at my wits end and need a solution.
I found a place where I created and installed images for all iphone and ipad portrait sizes and put them in Launchimage in my image asset folder. my app only runs in portrait so I didn't think I needed to make landscape images. Anyway, even with all the correct size images, iphone 6 4.7" and 5.5" it still launches seeing the iphone 6 as a 5. In fact now it launches with a blank screen no launch images showing up at all.
So I added the landscape views and had forgotten an iphone portrait view. Now in the simulator iphone 8 and 8+ are recognized as the correct device by height but the launch image still isn't loading for iphone 8 and 8+ as well as ipad 7gen, air3gen, and pro 9.7. Only loads images for iphone11, 11pro, 11promax and ipad pro11 and 12.9.
On the actual iphone 6 the launch images isn't loaded and it still is recognized as an iphone 5. This has to be a Mess up by Apple.
Suggestions?
Thanks

Native resolution on iPhone 6, works on simulator but not on device

I'm having some problems enabling native resolution on the iPhone 6 on the actual device itself, when I run in the simulator it runs at native 375x667 (verified by both launchscreen and nslog of viewcontroller size.
2015-04-29 13:24:24.220 aqrew_ios[7851:1294675] ViewController:didLayoutSubviews() - Width=375.000000 Height=667.000000
However when I run the same code on an actual iPhone 6 (iOS8.3) its running at scaled iPhone 5 resolution.
2015-04-29 13:17:02.614 aqrew_ios[720:179633] ViewController:didLayoutSubviews() - Width=320.000000 Height=568.000000
I've been through the SO How to enable native resoltuion and have the following in the LaunchImage assets setup and working, app is portrait only, iphone only:
Launchimage screenshot
AppIcons are:
AppIcon screenshots
(I'm not allowed to post images as on this account (work) I dont have 10 rep points!)
However whilst it works perfectly on the iOS simulator its not working on the real device, would appreciate any ideas....
Thanks
If you go into the device settings app, in the 'display & brightness' section there is a setting called 'display zoom' which can be set to standard or zoomed. When zoom is enabled an iPhone 6+ scales up an iPhone 6 sized window, and an iPhone 6 zooms up an iphone 5 sized one.
(This caused me some stressful hours a couple months ago)

Display App in 3.5" Resolution on iPhone 5 for Development/Debugging

Does anyone know if there is a way to force an app you're developing to run in a 3.5" screen size mode if you're on an iPhone 5, just for dev/debug purposes? Something such as what might look like a toggle in the Development section of Settings or something. In other words, run the app such that it LOOKS like it's running on a non-5 iPhone (black bars on top/bottom), that way I can test certain UI functions.
For clarification, I'm NOT saying "I don't want to support iPhone 5" - I most certainly do. Also, I'm aware that I can do the 'old' retina display in the simulator, but I do not want to use the iOS Simulator as the app includes libraries that do not support i386 architecture, uses push notifications, and heavily relies on GPS to function correctly. I'm just looking for a way to test both aspect ratios on the same device to save money/time.
Thank you!
It appears that by removing the app from device, deleting the Default-568h#2x.png launch image, cleaning the project, and re-running app, I can get the functionality I'm looking for, although not as nicely as a toggle switch.
Letter box in iPhone5

UI_USER_INTERFACE_IDIOM() always returns UIUserInterfaceIdiomPhone on iPad 4.3 Simulator?

I am new to iOS development and following along with the book "Learning Cocos2d, A Hands-on Guide to Building iOS Games with Cocos2d, Box2d, and Chipmunk".
I have noticed that the UI buttons and viking characher I have rendered in chapter 2 do not match the book... the apparent cause is that the book instructs you to use the UI_USER_INTERFACE_IDIOM() macro to determine whether you are running an iPad or an iPhone, but it appears that no matter whether I set the scheme in xcode to use iPad 4.3 or iPhone 4.3, the macro always reports that I am running on the phone, not the pad.
Is there some sort of problem with the macro? Is this because I am running only on the simulator? I do not have an actual device on which to test any of this. What am I to do when this macro fails like this?
You need to make sure that your project is configured to build a "Universal" app. An iPhone app running on the iPad will still identify its UI idiom as "iPhone".