Where should I need to put my #3x image in Launch screen section. There is no placeholder for #3x in Launch Image Section.
Even if I put #3x image in my resource. Its not automatically picking it up.
Can anybody tell how can we use #3x image in Xcode 6 for slash.
Look I prepeared image for you, because it is easier to understand, than words
In your xcassets file you need to check the attribute inspector of the LaunchScreen section. You should be able to check a checkbox saying "iOS8 and Later" (Portrait and Landscape).
When you did this you should see the placeholder Retina HD 5.5 and Retina HD 4.7.
Related
My question is, why does the iPad preview use a different image than the storyboard for wRegular hAny?
I'm trying to set up a universal app with a menu that will use larger buttons for iPad. In the asset catalog, I've specified the standard image size for wAny x hAny, and loaded a larger image for wRegular x hAny.
The story board looks fine for all size classes, with the wRegular x hAny using the iPad image, and everything else using the iPhone image. But the previews all use the iPhone image, including the iPad preview, despite the storyboards showing the correct images. In the screen shots below, the story board is shown to the left, preview to the right.
Can someone tell me what I'm doing wrong here? I'm trying to avoid using explicit image sizes for each class - is that what I should be doing?
Any help would be greatly appreciated. I've read everything I can on using different image sizes, and still cannot figure this out.
enter code here
You can't have a different images by size class for the same button in Interface Builder. It looks to me like you set the image of the button to be the iPad one first in Regular/Any, then set the iPhone one afterward in Any/Any which changed what you did in Regular/Any.
In this image, see how the Font has a + symbol to the left of it, but Image doesn't? That's for specifying the value per size class. Since Image doesn't have that, it's not a value saved for the specific size class.
I'm developing a iOS app that is using custom UIButtons with round shape. I wanted to add Image to these buttons and would like to know if I use IB to select an image from my project, do I have to also worry about 2x retina images for retina display?. What should be the image size for both non-retina and retina devices (all iPhones (including iphone 5) and iPad including mini) when I embedded them from IB?
Is there a best resource available on the Internet to get these pngs files for buttons?
Yes you should use all the images. you should just add the images with proper names to the resources folder. And just select the non-retina image rest the compiler will take care of.
http://www.idev101.com/code/User_Interface/sizes.html
The above link will help you with the images sizes
It is easy. Goto interface builder and on the right hand panel you will see this -
All you need to do is first configure your button as custom then include a image file in your project through xcode and then you can select that image in the dropdown in background or image property.
Note that all this is possible to do through code also, its just that IB makes it interactive. Hope this helps.
I am about to launch a new app and would lik eto increase quality of the graphics. In my case the graphics is the logo and the custom buttons. I do not know if this impact Core Plot but that is also part of the package.
There is quite a few posts about this but there are still things i do not fully understand.
I am reading this quote from "amattn":
It's trivial:
1.Only include #2x images in your project.
2.Make sure those images have the #2x suffix.
The system will automatically downscale for non-retina devices.
The only exception is if you are doing manual, low level Core Graphics drawing.
You need to adjust the scale if so. 99.9% though, you don't have to worry about this.
From this post: Automatic resizing for 'non-retina' image versions
My question in regards to this is:
1. Should i do the testing on retina simulator only, as if i place a #2 grapic on
non-retina it will be too big? ...or is there an other way of doing it?
2. Should i always use a ImageView or is it OK to drag the image on the screen,
this is the logo i am talking about?
3. What about custom made buttons with images, how should i do with those?
4. What is the normal process to manage the different screen sizes, do people
add images for all displays or using this type of process?
Should i do the testing on retina simulator only, as if i place a #2 grapic on non-retina it will be too big? ...or is there an other
way of doing it?
It doesn't really matter which simulator you test on because as long as your non-retina and retina graphics are named correctly (image and image#2x) the correct image will be displayed automatically.
Should i always use a ImageView or is it OK to drag the image on the screen, this is the logo i am talking about?
When you drag and image from the project directly onto a view in interface builder you don't really see it happen but it has automatically created and image view which is containing the image your dropped in.
What about custom made buttons with images, how should i do with those?
[myButton setImage:[UIImage imageNamed:#"myFileName"]];
As shown in the above code you should always use the non-retina fle name when you reference the image a UI element should use. That was if iOS detects the device is retina it can automatically use the #2x version in its place.
What is the normal process to manage the different screen sizes, do people add images for all displays or using this type of process?
Yes, including multiple image resolutions common practice and is required for iPhone apps (not sure about iPad) to include both retina and non-retina images. But regardless of the requirements, you should definitely support both device resolutions to keep your customers happy!
I have a PNG picture which I should use in my iPhone application, but first of all, I have to give it the dimensions of an iPhone 4 retina screen. Does any one know what could it be its dimensions or how to do that?
The retina display on the iPhone 4 has the double amount of pixels than that of an older iPhone. So the complete size of an iPhone 4 screen in pixels is 640x960.
In photoshop you can quickly resize any image by changing the image size property from the Image menu. If you don't want to lose quality I suggest you start with all retina images and halve them for the non retina displays. Doing it the opposite way will decrease your quality.
If you want to use an image designed for the iPhone 4 retina display you'll want to have both pictures, one for the normal iPhone screen (320x480) and one for the retina images, in your resource's folder of your Xcode project. Use the same name for those images but append "#2x" at the end of the retina images.
So if you have a "background.png" it will become "background#2x.png" and iOS will be smart enough to use the correct image for the correct type of screen.
At 72 dpi, it should be 640px by 960px.
iPhone4 screen resolution is 960x640
Can any one tell me code of auto including #2x images if device is switched to iphone 4.
I have searched very far on it, but nothing fruitful is found yet.
I have already included #2x images in my resource file. I want code to write so that images resize and reposition them selves when application is running on iphone 4.
What do you mean by "auto-including" ?
If you have fooBar.png and fooBar#2x.png in your project resource, then when you do :
UIImage * fooBarImg = [UIImage imageNamed:#"fooBar.png"];
It will automatically load fooBar.png if your screen scale is 1.0 (iPhone3G/3GS) or fooBar#2x.png if your screen scale is 2.0 (retina, iPhone 4).
cf UIImage#imageNamed
Just include the #2x with the normal image in your project, the os will get the #2x if needed.
When you refer to an image always refer to the non-#2x image and iOS will get the #2x image on iphone 4 (or ipod) if you take it in your project and add to the target of course.