iPhone display zoom install application by Xcode - iphone

I use iPhone6. I set display zoom mode "standard".
I installed and tested my app resolution (375 x 667).
Today, I changed iphone display zoom mode "zoom" and chagned again mode "stardard". Then, I installed my app to my iPhone by Xcode.
Resolution is 320 x 568. And never back to stardard resoultion (375 x 667)
I have no idea. What is the problem.
I guess, Xcode bug..
Please Help..!

Related

iOS 7 in iPad eliminate x2 button for iPhone app

I am new here. I have an iOS 6.1 iPhone application. When I try to run it in iPad running iOS 7, the x2 zoom button at the right corner is gone and my iPhone application UI mess up with the wrong position. The UIWebView is stretched over size for iPad. How can I solve this problem? Should I change it manually?
As my comment seems to be the actual answer, I post it again as an answer.
Setting the App to be an Universal App and only providing a Storyboard for iPhone/iPod will result in this behavior. The iPad tries to use the iPhone Storyboard to display the App on the whole screen in full size without the 2x button. Thus all elements in the App will be positioned according to their positions defined for iPhone size display.
The solution here is to set the App available for iPhone only (in App target > Deployment info > Devices > [select iPhone here]) instead of Universal. This will result in the iPad to display the App on iPhone size and provide the 2x button to zoom in.

Why is Home button missing in retina display iphone simulator

The latest iOS on which I worked was ios 4.3. However continuing with iOS development now, on switching to iOS 6 I found a lot of different features. One interesting and confusing feature is the new look of iphone simulator. It has a new shape and does not have home button. I was looking at this link and learnt that this was true for devices after iPhone 4 including it.
My question is, why is home button absent for new iphone simulators not considering that former would appear after scaling the latter.
there is a option of Home button
1) it gives shortcut for Home button = cmd + Shift + H
2) it gives three size of simulator = (cmd+1, cmd+2 and cmd+3)
you can switch size of ios simulator (cmd+1, cmd+2 and cmd+3)
It also depends on your screen resolution. On my MBP Retina it displays the frame for all the device, on my external monitor (1600 x 1200) it fails to show the frame for all the Retina simulated devices.

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

How to turn on iPhone Retina in iOS Simulator?

I built and ran an iOS 4.3 app in Simulator. It initially brings up an iPhone 4 shell. Although all real iPhone 4s have retina display, this simulated iPhone 4 only has a resolution of 320x480.
I look in Hardware > Device. There's a checkmark next to the normal iPhone. So I'm using an iPhone 4 case but displaying normal iPhone resolution? I'm already confused!
iPad
✔ iPhone
iPhone (Retina)
I then switch over to iPhone (Retina). Strangely, it opens iPad with the same 320x480 resolution. Both the shell and the resolution are wrong here!
How am I supposed to turn Retina on and off and show it in the right shell?
iPhone (Retina) is the correct device to be choosing, but I'm not sure why Apple decided to use the iPad shell for that one. To enter 640x960 mode, go to Window > Scale and set it to 100%.
The iOS Simulator does indeed scale. I have no real reason to present on why it would choose the iPad shell, but the purpose of the scaling is to make sure it fits on your screen and stays (relatively) close to handset sizes. Be sure to check Window -> Scale and set it to whatever you find appropriate.

What is the difference between coordinate systems for iPad and iPhone?

I'm trying to make an application in cocos2d that can be used on multiple platforms (iPad, iPhone, iPod touch). Let's say I set a point to (360,160). The point would show up three fourths from the left and half way up the screen on the iPhone. Would it also do this on the ipad, or would I have to set the point to (768,384) to achieve this result? or does it stretch the screen. I figured I would have to, but am unsure because when I get the size of the screen during an iPhone OR iPad simulation, I always get 480x320 regardless.
Ignoring the iPhone 4 for the moment, the devices map their screens 1:1 with their coordinate spaces, so the iPhone has a coordinate space with size 320x480 (or 480x320 in landscape mode) while the iPad has a coordinate space with size 768x1024 (or 1024x768 in landscape mode.)
The iPhone 4, of course, quadruples the device pixels, but maintains an identical coordinate space to other iPhones and scales drawing to match the screen's resolution.
Note: if you get the same resolution running on the iPad Simulator it means you did not convert your project as an iPad project. Or you did not start it as a native iPad application but rather the iPhone App within the iPad Simulator.
Make sure you have gone through upgrading your target to iPad -> Xcode: Project menu, choose Upgrade Target for iPad
When running in the Simulator make sure you chose iPad Simulator as Active Executable.