New Xcode 6 project looks not full screen on iPhone 5 - ios7

Could you please tell me why a brand new project created in Xcode 6 looks with two black bars from top and bottom of the screen on iPhone with 4-inch display ios 7?

As described in comments, the solution is to add a LaunchScreen.xib and setting it as Launch Screen File in project's settings.

You might want to take a look to Size Classes.
Or just disable size classes.

Related

How to deal with the ios Launch files

It has been a while since I created my last app and I missed the change with the launch file (since titanium 5.2.0).
I want my app to have a custom splashscreen (full screen image). In the past I used the various png files for the splashscreens Default.png, Default#2x.png etc.
I'm testing with the launch file and the custom Storyboard. At the moment it's not clear to me how I can achieve the behavior i want: A full screen image in the splash screen.
What is the best approach?
Thanks for the help.
Go to http://docs.appcelerator.com/platform/latest/#!/guide/Icons_and_Splash_Screens-section-29004897_IconsandSplashScreens-iOSgraphicassetrequirementsandoptions and take a look at the Purpose column. You'll see 9 splash screen sizes. You have to make each of them and put them in app/assets/iphone. Note that you have to name them exactly as told in the table.
This worked for me, Ti-5.4.0 tested on iPhone 7, iPad Air, iPhone 4S and iPhone 6S Plus.
Since version 5.2 storyboards were introduced. You can use them or you can disable it and use the "old" method to implement splashscreens.
To disable it, add this to tiapp: (of course, within the existing ios section in tiapp
<ios>
<enable-launch-screen-storyboard>false</enable-launch-screen-storyboard>
</ios>
To use it, look at the documentation how to implement it correctly.

Storyboard for iPhone-only application displaying iPad sizes?

I am following along with a tutorial on Lynda.com and I am using XCode 6, while the tutorial uses XCode 5, so perhaps this is the problem. I have created a tabbed application and set devices to iPhone but my storyboard file looks like it's displaying iPad sizes. Why is this? My storyboards for other projects are not displayed like that.
In Xcode 6 Main.storyboard is the single storyboard for all devices, no matter their screen size. Open the storyboard and you’ll see that it contains a single view controller, but of an unfamiliar size. Storyboards in previous versions of Xcode had to match the screen size of the target device. This clearly isn’t possible with the “one storyboard to rule them all” approach, so the storyboard is given an abstract size instead.
Please check this tutorial :
http://www.raywenderlich.com/83276/beginning-adaptive-layout-tutorial

Xcode 6 & Swift: Black bars appear above and below the viewcontroller on iOS 7 iPhone 5 device

I created a single view test app and tried running it on my iPhone 5 with iOS 7 installed. It looks like the screen is set to the iPhone 4 size and black bars appear above and below the view controller. I just created the project with Xcode 6 and tried running it without touching any other settings. Has anybody else seen this?
In order to solve this problem you have to create launch-screen images for the devices your app supports.
When starting a new app:
For instance let's say your app supports iPhones > 4s, so iPhone: 4s, 5, 5s, 6 and 6plus.
Make sure to make launch-images which have the following dimensions:
iPhone4s = 640 × 960
iPhone5, 5s = 640 × 1136
iPhone6 = 750 x 1134
iPhone6plus = 1242 x 2208
For more info about iOS screen dimensions, see this helpful chart
Select your project and then the general settings:
Select or make launch screens in the general section when clicked on your project.
And then make sure you add or select an Launch-image asset:
Go to images.xcassets and select LaunchImage at the left, then select the devices your app supports (at the right)
Make sure you put your images on the right spot, you can select the dashed square and see in the attributes inspector (right section on screen) what dimensions your image needs to meet.
Now when simulating your app all black bars have disappeared.
You need to add a Default-568h#2x.png launch image. Here is one that I found by googling (I didn't create it and take no credit for it):
https://jira.appcelerator.org/secure/attachment/31241/Default-568h#2x.png
If you want to create your own image its dimensions have to be 640 × 1136. Since you did no customizing the filename should be "Default-568h#2x.png".
For some reason, the default LaunchScreen.xib that comes with a new project on Xcode 6.1 is 480x480, while the standard .xib file size for auto layout and adaptive layout appears to be 600x600. If you set the LaunchScreen.xib view size to 600x600, it should fix the problem, did for me.
Make sure you add a launch image for your device screen size and that will fix your problem.
I have had the same issue. In my universal app I configured orientation for iPad and iPhone and forgot to set back devices drop down to Universal (on target general settings screen). When I set it back - screen shows as expected.

Is there a different way to view the iOS Simulator in Xcode 5 / Am I viewing my button correctly?

So I'm doing the Ray Wenderlich tutorials on iOS, and I'm doing the button tutorial. When I run the app, I get something that looks like this:
I have two questions:
I often see simulators show up in the form of an actual iPhone and was wondering if that was possible, or if that rectangle is the only way to view it?
The reason I'm asking is when I connected the button to an action (It says 'Pressed!'). So, is it supposed to show up in the box (bottom right) only, or should it should up on the simulator itself- mimicking what the user would see on-screen?
Regarding your first question: Probably a problem with screen size. See also here How can I restore the iPad frame around iOS Simulator 5.1?
The output seen in the screenshot is produced with NSLog and won't be seen on the device. You need to add an UILabel or such and set its text.
In the Simulator menu, try selecting Window then Scale and go to 50%. The retina models are far too big on my screen. Also, the old iOS 6 simulator with standard iPhone did look like a real phone, so examples from a while ago will look different.
If you want to support iOS 6.x, you can load it into Xcode. From Xcode main menu, select Xcode and then Preferences, and go to the Downloads tab.

How to position static buttons and iPhone 5

I am working on an app where i have 12 buttons and labels underneath on one of the views. They are placed on the storyboard directly. I want to make sure they will get properly repositioned in iPhone 5. The solution that i tried is just to deselect all the lines in the autosizing for all the buttons. Now when i try it on iphone 5 the buttons get resized. The problem if i stretch the storyboard and move the buttons they get messed up when running on the smaller screen. So i can only position them on the smaller screen and then it seems to work. The app does not rotate. I would like to know if this is a good solution or there is a better solution for this case. I would like for the app to support iOS 5+
Thank you!
If you want layouts to work with varying screen sizes, you should become familiar with the new constraint-based layout scheme in iOS 6. A WWDC video on the subject can be viewed at http://www.youtube.com/watch?v=Dkr9eKxlMAk&feature=player_detailpage.
Essentially, you're going to use the old struts and springs system for pre-iOS 5 and conditionally use the new scheme for iOS 6. (iPhone 5 won't run any iOS version prior to 6.)