How to zoom in storyboard (xcode 6) - iphone

Since yesterday, the new Xcode6 has been released. Is it possible to zoom in the storyboard view?

It's possible to zoom out on storyboard, as always.
Edit: Right-click (or ctrl-click) on an empty area of your storyboard to show a contextual menu.

You can zoom in and out by pinching on your trackpad.
You can also use ⌘+⌥+{ and ⌘+⌥+} to zoom in and out.

Zooming was a bit kludgey in Xcode 6 (pinch-zoom worked best for me), but it looks like zooming has changed for the better in Xcode 7.
In Xcode 7, if you want to zoom your storyboard you can simply use ⌘++ to zoom in, and ⌘+- to zoom out.
BTW, this is the same key combination Apple uses to zoom in/out in Safari and other apps.

This is one of the sloppiest keyboard shortcuts, implemented by Apple. To get } you must hit shift, but hitting shift is a system-wide command to slow animations. I really recommend changing the shortcut in preferences.

For anyone wondering, the zoom feature doesn't seem to exist for MacOS storyboards :( See discussion here

In my experience, in Xcode 6, the best way to zoom in/out in xib is using the new Preview feature in assistant editor, you can just use touch pad to do normal pinch in/out to do zoom.
More info here:
https://developer.apple.com/library/ios/recipes/xcode_help-interface_builder/chapters/PreviewingLayouts.html

Related

gwtbootstrap3-extras slider does not work properly on IPhone6s (OS.10.2.1)

I tried to use the Slider in my project.
When I tried to drag it using Chrome developer environment with device emulation turned on the tool-tips showing the current value are visible, but I cannot drag it.
When I tried the very same project on my IPhone, I can drag it perfectly but the tool-tips don't show up, so I can't see the value.
Any help will be very much appreciated.
I found out that using the attribute does the trick and it actually works on touch devices like my IPhone 6s . This is remarable because tooltips don't work on buttons using gwtbootstrap3. Actually they work but they take the first tip to show up. So you need to tip twice on a button which is not good.

Adjust iPhone 5 Screen Size Without Using Autolayout

Enabling Autolayout in .xib or .storyboard and adding a splash screen of 640px by 1136px enables iPhone 5 resolution support for the taller screen.
However, doing so, my app started to display some funny things where I assume autolayout is not a great idea.
I am wondering if there is a way to enable iPhone 5 device support, i.e. fix app's resolution without using Autolayout? Maybe I can set in the code?
If yes, then I will have no need to create 2 storyboards or nibs to support iOS5- and iOS6.
If you weren't using Autolayout before, you won't need to use it for iPhone 5 support.
When you're putting your interface together, you just need to check your bindings, and toggle between the taller phone size, and the regular phone size, as described here:
Xcode Storyboard displaying the new iPhone 5 screen size?
If your screens look fine in both screen sizes then you're done.
If you are doing a lot of coding to show your UI, then you'll have more work to do.
I found a great answer a couple weeks ago (link below). You will copy and paste your older iPhone Storyboard, rename it to reflect the iPhone 5, and press the button that expands the screen size, found on the bottom of the layout grid. Some minor coding adjustments might be needed, but this sample code is used in the AppDelegate to detect which device is running, and hence, which Storyboard to use. You'll just have to duplicate your interfaces, but these GUI changes can be made without code and without AutoLayout (also good to note that AutoLayout removes iOS 5--and lower--compatibility)
xcode 4.5 how to pick storyboards at launch

My button doesn't detect touch events on iPhone (Retina 4-inch) simulator, but works in iPhone (Retina 3.5-inch) simulator

I'm getting my app ready for the iPhone 5 using the simulator and I've found a weird issue where a couple of my buttons, in one of my views, don't work in the iPhone (Retina 4-inch) simulator, but work fine in the iPhone (Retina 3.5-inch) simulator. The buttons simply don't do anything when they're tapped. Has anyone else experienced this issue?
I having a difficult time figuring out where to start with this one. Any suggestions on where to start?
Thanks so much in advance for all your wisdom!
You need to edit your MainWindow.xib and enable "Full Screen at Launch". For a more detailed explanation, see Apple's docs:
Important: When creating your window in Interface Builder, it is
recommended that you enable the Full Screen at Launch option in the
attributes inspector. If this option is not enabled and your window is
smaller than the screen of the target device, touch events will not be
received by some of your views. This is because windows (like all
views) do not receive touch events outside of their bounds rectangle.
Because views are not clipped to the window’s bounds by default, the
views still appear visible but events do not reach them. Enabling the
Full Screen at Launch option ensures that the window is sized
appropriately for the current screen.
Complete document from Apple
For me, the solution was to set the size ("Simulated Metrics") to "Retina 4 Full Screen" for the MainWindow.xib. I did not need to alter the size of the other screens (they are still set to None). After changing the MainWindow.xib the bottom area becomes clickable again...
The problem was caused by another control overlapping my buttons due to the way the springs and struts were setup. Adjusting the z-order of the buttons fixed the issue. Thanks, all!
There are two solution to this problem :
If you are using MainWindow follow these steps :
a. Select MainWindow.xib.
b. Select Full Screen at Launch from Windows option available in Attributes Inspector.
If your application doesn't contain MainWindow then just add:
self.view.frame = [UIScreen mainScreen].bounds
in ViewDidLoad.
I solved my prob.
view .origin for 3.5 inch and 4 inch screen are different so, when writing common code for both we need to take care at giving CGRectmake(x,y,w,h);
Set temp. diff background color of diff view so you can check if any view is overlapping or not, to fetch event in 4.0 inch.

May I handle moving icon of my iPhone application

Is it possible to handle the animation of moving icons in an iPhone application? If so, how?
As far as I know, you cannot. The icon motion animation is generated by iOS based on the still icon, and you have no control of it.
I think without .gif image you can not make animated icon and ios will not support that so you have no control on it.

Are there any keyboard shortcuts or general tips for the iPhone simulator?

Can someone provide me with few shortcuts for handling iPhone simulator which could save my time? Also are there any console commands to handle simulator?
If there are, kindly share them with me. I was searching for possible ways to handle simulator. Please suggest me few tips regarding the same which might help me knowing the simulator better.
Holding the option key with your mouse over the simulator simulates 2-finger gestures. It's useful for zooming in and out
Control + Option + C to copy the screen
1. Command-Left Arrow
Rotate left
2. Command-Right Arrow
Rotate right
3. Command-Shift-H
Go To Home. Leave the application and return to the springboard home screen.