Imade an app, with a table showing images from a url.
It works fine in almost all iphone models, except iphone 6 plus, with cellular data the images are not showing, but if i connect the same phone to wifi, the images load ok
any help?
thanks
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Say I have an image which is half the height of an iPhone 4s screen display, when this image is loaded to an iPhone 5 clearly this size is no longer half the size of the iPhone, as the iPhone 5's height is slightly larger then the iPhone 4s.
My question is, like using the image 2x and 3x, is there a way of adding images to your app that target specific iPhones? So that the other images not targeted will not be downloaded with the app.
Or will I need to add images of various sizes to the app and then in the code, say if iphone4 load this image, if iphone5 load this? The only reason I don't want to do this is because I will have 3x the amount of stored images (target iPhone 4, 5, 6) than I would for the iphone6 plus or iPad.
What I was hoping for something like image#2x~iphone4.png or image#2x~iphone5.png, but this doesn't work.
David Cao's answer is correct for bundled image assets, but you have mentioned that you don't really want to include this many assets with the app.
You may want to look at the App Thinning features of Xcode 7 / iOS 9, along with On-demand Resources this will allow you to load your required images into Xcode but the App Store would only download the resources required for the device being used.
If you still need to support iOS 8 you would need to have the images stored on a remote server and load them in when needed.
Take a look at image assets, it solves the exact problem you've stated.
https://developer.apple.com/library/ios/recipes/xcode_help-image_catalog-1.0/Recipe.html
What it does is allows you to provide 1x, 2x, and 3x images which can be referenced as a single name, when you call [UIImage imageNamed:#"imageNameHere"].
I started to develop an iPhone app for iOS 7.
Since iOS 7 does not support devices with non-retina display for the iPhone/iPod touch, and it uses high-resolution images on non-retina iPads (iPad 2 and iPad mini) in the iPhone emulation mode, now I think we don't need to provide low-resolution images when developing an iPhone-only app which deployment target is iOS 7.
I thought it's great, but soon I faced a problem when I used a Storyboard; apparently Interface Builder can not display high-resolution images which file names end with #2x.
I feel it's really pity that we have to provide the low-resolution images ONLY for the Interface Builder...
Is there any good workaround for this? Or do we still have to provide low-resolution images if we want to use the Interface Builder?
You are correct that an iOS 7 iPhone-only app is not going to run on any single-resolution devices, so you only need to provide double-resolution images. Do what you have always done in the past: refer to your image as myImage but name the actual image file myImage#2x.png. Even better, use the asset catalog! Place the double-resolution image in the 2x slot and refer to it by the name of that image set. Either way, this will work perfectly both in the storyboard editor and in the running app; in the storyboard editor, the Media Library and things like buttons that have images will display your image's name as myImage.
Most of the times when I run my application , the marked area starts blinking continuously. Sometime , the left and right margin of the iPad also starts blinking. It happens randomly.
I would like to know whether its a hardware issue , which is happening on my iPad only(iPad 3)
or it has something to do with my application memory allocation .
I have done quite a search on the web regarding this but cant find anything.
About my application :
It captures data from the user on the table form , then we capture some images using av foundation and upload the data and images on the server . The uploading is done asynchronously .I also perform some image operations on the images captured.
Note- This blinking/Flickering only happens when I run my application and that too randomly. iOS version is 6.1.
I faced the same problem with one of my application ,in which I was using the high defination images . If you are running your app on to non-retina device , the images getting consumed at that time should be low resolution ,i.e. Suppose you are setting a background image for any view then you must be having you must be having to images for background . let one be having resolution (320*480) for non-retina , and another (640*960) for retina . also you must follow the naming convention so that the device automatically the right image according to the device's resolution .
backgroundImage~iphone.png (for non-retina iphone)
backgroundImage~iphone#2x.png (for retina iphone)
backgroundImage.png (for non-retina ipad)
backgroundImage#2x.png (for retina ipad)
Also check the memory allocation using the Instrument in XCode and release the un-necessary wherever possible
Hope it will help you !
I have an app that I am uploading to iTunes Connect, and I have loaded five hi-res iPhone 5 images (since it runs on iPhone 5). I know I have to also to have to load 640x960 images. However do I need to load 5, to be able to see 5 images on iTunes.
In this Apple Developer document, they only have one image for iPhone 5. In that case would only one image load, or would it also load the other 640x960 images? Would it also work the other way around?
I am asking primarily because I only have an iPhone 5 to test it on, and the Simulator's graphics are even comparable and scaling the images makes them look odd.
Any suggestions?
Thanks
No, iTunes only loads the screenshots for the screen size of the device it is being used on. On the computer, i'm pretty sure it loads the 3.5".
We're using retina images in our iPhone app (i.e., double the size).
The images render great on an iPhone 4 -- sharp and crisp. However, for the same app, the images look grainy on an iPad when run in "1x" mode (i.e., iPhone app size).
The code is exactly the same for both apps. There is no iPad version. People just download the iPhone version on iPads.
Are we supposed to use different images for the iPad?
Here is the app: http://itunes.apple.com/app/dumpling/id514239919
If you download it on an iPhone and then again on an iPad, you'll see the difference.
If the app is not universal then they are rendering the iPhone version on the iPad. I'm assuming you aren't in "2X" mode so if you are on an iPad 1 or 2 your app would not be using the retina graphics so it'll look grainy. Have you tested this on an iPad 3? This should render correctly for you with the #2x images.