The following is mandatory: "Update the launch image to include the status bar area if it doesn’t already do so.". This might sound stupid but I don't exactly understand what this means. Do I actually need to but a static status bar into my launch image ? Or does it just mean I should be aware that the statusbar will be overlapped and should adjust my image if nessecary? So doing nothing will not get my app rejected? Any clarification on this subject is appreciated.
This only means that your launch image must be full resolution of the device display:
Example:
- iPad Mini Retina Display: 2048px x 1536px
Related
I am using an object localizer with react native image picker to get coordinates of objects within an image. When I send the image by taking a photo with the android device the results I get are not accurate but when I take the screenshot of the photo and send it the results are almost perfect. Why might this be the case and how can I fix it?
The interesting thing is when I use the android studio emulator and send photos without taking screenshots of them the results are correct too. I have read that there are recommended image sizes for these operations however I could not find one for the object localizer.
Edit: I have found that when I take a screen shot the image resolution is equal to my devices width and height however when I take photo it uses cameras resolution.To give an example right now when I take a photo its resolution is 4032x2268 and resolution of said images screen shot is 1080x2220 which is the resolution I use for my android device.İs there any way to set cameras resolution to same as devices resolution?
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.
My application developed for iPad contains two UiWebView's, and executes this code to make sure the content fits nicely on the screen:
- (void)webViewDidFinishLoad:(UIWebView *)webView {
[ipadWebMonth1 stringByEvaluatingJavaScriptFromString:#"document.body.style.zoom = 1.7;"];
[ipadWebMonth2 stringByEvaluatingJavaScriptFromString:#"document.body.style.zoom = 1.7;"];
}
Theres no way of me testing as I don't own one but as the screen size of the iPad mini is smaller, (I understand the amount of pixels are the same).
But surely this code would zoom the content in too much making some of in unable to be seen as I have user interaction disabled.
What options do I have here? Is there some sort of simulator I can download? Or is there a way of detecting the iPad mini and making a new function with different code?
Thanks,
Jack.
Try calling this in your viewDidLoad method (also make sure to remove your JavaScript code):
[_webView setScalesPageToFit:YES]
It makes the webpage scaled to fit exactly the webview's bounds.
I am fairly new in iOS programming and I am creating my first app.
I have been trying to use the following code to change the navigation bar background image (this is using the new iOS 5 method):
[self.navigationController.navigationBar setBackgroundImage:[UIImage imageNamed:#"gradientBackgroundPlain.png"] forBarMetrics: UIBarMetricsDefault];
It works fine, but my image is 640 x 88 and it looks too big for the bar. It's like the system doesn't want to scale it, or do I need to do it manually? If I scale the image and create a smaller one it looks pixelated in the retina display.
Any thoughts on this?
Any help or response will be appreciated.
Thanks,
Jorge.-
Your image gradientBackgroundPlain.png should be 320x44, and create a second image named gradientBackgroundPlain#2x.png with a size of 640x88. Include the #2x image in your bundle, but continue to specify gradientBackgroundPlain.png for the name of the image. The platform automatically chooses the correct size image for use depending on whether there is a retina display present or not.
In Expresson player when showing a video with 4:3 aspect ratio the full screen video image crops of some of the picture at the bottom, and inserts a black bar at the top. What part of the code should I change to fix this issue?
I had exactly the same problem, I have listed how to fix it with Expression Blend here:
http://social.expression.microsoft.com/Forums/en-US/encoder/thread/e58270bf-e101-4a13-ab8c-e7b3b7dbc2a9