Some time ago I used instruments to see the FPS of an iPad application in Xcode 3. Now I'm using Xcode 4 and I can't find the correct instrument for viewing the FPS. What is it?
I was trying to view FPS on Simulator, on real device the list of instruments differs from the list of simulator ones. So I connect iPad to Mac, choose "Core Animation" instrument and get FPS.
in an OpenGL app you can use in Instrument -> Graphics -> OpenGL Es Driver
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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
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.
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
I think that in my storyboard file in xcode that it has me using an iPhone 5 display, but when i load the simulator, i think it is an iPhone 4 display. So the view doesn't look the same. Does anyone know how to use an iPhone 5 display as my Simulator?
From the iOS simulator menu
Hardware -> Device -> iPhone (Retina 4-inch)
EDIT
The device looks like this
I guess you are right. For some reason they just don't have the actual visual presentation of the iPhone 5 in the simulator yet.. Hopefully they will soon though! that would be cool!
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".