IOS Swift - Window size shrinks when running in iphone 5s - iphone

This happens when I run in the iphone 5s. Tried everything I know including checking LaunchImage s. Their resolution are according to apples standards.
In simulator no problems.
Anyone have any solution for this?
Iphone 5s - os 9.2.1
Xcode 7.2.1

Putting a Launch Screen fixes this. answer was given by Nimit Parekh

Related

Xcode 6 iPhone simulator running in the wrong resolution

I am currently working on a spritekit project for school, and the resources we've got handed out, are made for the iPhone 4s resolution. I used my physical iPad mini retina, for the previous exercises, and it seems that after I did that, the resolution of the simulator has changed to the iPad resolution.
I've asked my classmates, and teacher and none of us cannot figure out why.
Rep too low for image. When I run the iPhone simulator for the iPhone 4S, the resolution displayed is 1024x768.
If closing the Simulator and Xcode doesn't fix it, try changing the simulated device type manually from the Simulator menu.
Try setting iOS Simulator Window->Scale to 50%, this seems to have fixed the issue for me for almost all my simulators. Preview of iOS 6 Simulator below.

IOS 6.0 ignores my launch image

I have been trying to get my app to work for the iPhone, after successfully getting it into the Google play store. I am finding the process for iPhone to be worse than I even expected.
My problem duJour is that though I have launch images specified for every display, when I test in the IOS 6.0 simulator OR on an iPhone 5 I get the stupid default launch image and not the one I specified.
I assumed I had something mis-configured, but when I got the idea of trying it on the IOS 5.0 simulator it WORKED! This is extremely frustrating.
I am using XCODE to do this 'visually'. I am too much of a noob to be sure how to do this manually in the .plist and I cannot find any real documentation from apple about it.
I could sure use a link to some actual useful documentation, or even some help from someone who has experienced the same thing and found a solution.
Thanks!
BTW: I am using xcode 4.5.2
A few things to check...
First, your naming conventions:
Default.png (320 x 480) for support of the original iPhone thru iPhone 3GS
Default#2x.png (640 x 960) for support of the iPhone 4 and 4S
Default-568h#2x.png (640 x 1136) for support of the iPhone 5
CaPiTaLiZaTiOn counts, so be careful.
Second, make sure each image is 72 dpi.
Third, do a Product->Clean from Xcode to make sure you've gotten rid of any old files lying around. Also delete the app from the simulator and try running again.
Finally, try running on actual hardware. Although the simulator is pretty good, there are a few differences in the way they work -- particular with how accommodating they are with images.

Why my Xcode4.5 doesnt have a iphoneretinasimulator with 4 inch?

I have downloaded xcode 4.5 from ios dev center.(dnt know is it the way).I got a dmg file.when i clicked on it to install it has only one xcode setup is there(nothing like samples,simulator folders which normally has).i inatalled it run my application .but when i got the simulator it has hardware options as ipad,ipad retina,iphone,iphone retina3.5,iphone retina 4 inch.only.the normal iphone simulator has the same screen reselution as 320,480.so the retina display has only the changed reselution screen.Is it correct.Can any body used this can guide me?
If you mean that there is no low resolution Simulator, thats right. If you want a smaller Simulator, you can type CMD-3.

Iphone simulator is not having phone shape

Iphone Simulator, in my Mac system, is not having regular phone shape like
Instead it looks like a window
When I give iOS Simulator->Hardware->rotate left, it gives a irregular shape
My Mac system Specification is
OSX: version 10.6.8
xcode: version 3.2.6
iOS: version 4.3
How this can be corrected?
The simulator is displayed this way if your screen is too small to fit the full version. Are you using something with a relatively small screen, like a MacBook Air?
If so it may not be a bug (well, the second screenshot is, obviously, but the first may not be).
Also check what Hardware > Device settings your simulator is using. If it's set to iPhone (Retina), try changing it to just iPhone, which should fit on your screen better.
Also, check the Window > Scale and see if it lets you change it.
Best thing is to reinstall xcode and ios sdk
You change simulator shape for iPhone device
MacBook Air
Simulator settings -> Window -> Show device bezels

Setting Xcode's target to iPhone NOT iPad

I just upgraded to iPhone SDK 3.2 Beta 4. Since doing so, I have not been able to get the app to launch in the iPhone simulator - it keeps launching in the iPad simulator. I have tried option-clicking the drop-down menu in the top left-corner of Xcode and setting 'Active Executable' to iPhone simulator 3.1.3 but it keeps going back to iPad simulator instead.
What gives? I have no interest in my app running on the iPad and I don't want to test it in the 2X mode in the simulator.
Thanks,
You can't really launch an iPhone app in 3.2.x - sometimes it will pop up - but basically right now it is only for iPad development.
Update for release version of Simulator.
First of all, the title of this question doesn't match the description: Xcode target isn't the same as the simulator hardware device.
If you are writing an app targeting 3.2, it can run on both iPad (using OS 3.2) and lower OS versions on the iPhone. You do this by setting the Base SDK to iPhone Device 3.2, the Targeted Device Family to iPhone/iPad, and the iPhone OS Deployment Target to 3.1 (lower than 3.2).
The iPhone simulator has a menu option for Hardware->Device, which can be set to iPhone or iPad. However, you can only run a 3.2 SDK target in iPad mode, and a Universal app that supports iPad can only use the 3.2 SDK to build.
You can of course set the simulator to iPhone mode and launch your app from Springboard, but that will lose the debugger connection. Switching mode during installation of your app will cause it to crash.
So the short answer is still the same: you can't run a Universal iPad app in the iPhone mode simulator while debugging.
Upper-left corner of the IDE find a dropdown list of Simulator versions - flipped to 3.2 - try to put it back to 3.1.3
and relaunch your app.
This was driving me nuts too, but the answer is right here:
http://quatermain.tumblr.com/post/517122761/running-universal-ipad-iphone-apps-in-the-simulator
In short, tell Xcode to Build for the 3.2 SDK, then switch the build menu to the 3.1 SDK and tell Xcode to Run the app. Presto, the app starts in the iPhone simulator!
From Apple's documentation: "iPhone OS 3.2 does not support iPhone and iPod touch devices. It runs only on iPad." There's no way to target 3.2 for iPhone, so there's no Simulator. Ergo, you'll have to wait for iOS 4. Fortunately, that's only 4 days away now... of course it won't support the first generation of iPhone devices, but for all other iPhone users it's a free upgrade. Not sure about iPod Touches.
You should be able to change your target platform in your Project Settings.
Changing the target platform and device makes no difference. It always launches the iPad simulator.
If you switch the simulator to iPhone mode, the app just disappears.
This dev environment is a mess.
Short answer: You can change the hardware setting in the simulator. Hardware->Device
Go to Project
Set Active Executable
There are 2 options: Ipad Simulator 3.2 or Iphone Simulator 4.0.
If you choose the Iphone simulator, then it will launch Iphone simulator.
If you choose the Ipad simulator, then it will launch Ipad simulator.
I finally solved this problem myself.
First, install new version of xCode, which is xCode 4.
Then set project scheme to iphone simulator and run app in xCode several times.
And re-install xCode 3 and the problem will be gone away!