Reducing iOS app size - Are <imagename>#2x.png images redundant? - iphone

I am trying to reduce the size (30+ MB) of my binary submission, and I sense that images acquire a sizable (>26 MB) part.
I also observed that if I remove retina images (#2x.png), iOS gracefully replaces them with 4-inch retina (-568h#2x.png) versions.
Are the retina images really redundant if I supply -568h#2x.png versions?
P.S.
Not that one image makes much of a difference, but if the answer is a Yes, does this also apply for default.png?

#2x images are for retina devices. They look much crisper and clean on retina devices (e.g. iPad3, iPhone 5) as compared to their non-retina counterpart images. Here are few suggestions to reduce size of your binary.
1) For background images check if they are really needed. If they are simple solid color images you can simply set the backgroundColor of the UIView.
2) Whenever possible use 9 patch (also called 9 scale) images for button or view backgrounds. They are generally 1 px wide images and you can use below method of UIImage to use them
- (UIImage *)resizableImageWithCapInsets:(UIEdgeInsets)capInsets resizingMode:(UIImageResizingMode)resizingMode

In general image#2x can be used as a stand in for image, but not the other way around (because they wouldn't look good). The side effect of doing this is that more memory will be used and on non-retina devices that could cause a problem. If you aren't supporting non-retina devices then you don't need any images.
Generally speaking you shouldn't have many image-568h#2x images other than the Default and other background images. Most of your content images will be the same size no matter what the screen size is. You do not need differently named images for a button of the same size on multiple different screen sizes.

Related

Use only retina images in cocos2d

I am using 2 images: image.png and image-hd.png and it works fine for retina and non-retina too.
But what I want to do now is to remove all non-retina images and leave only retina images. I heard that a non-retina device will scale the image down itself. I tried it but it didn't work :( How I do this? What name should I give to the image that it will show picture its actually size on retina and for non-retina will be scaled down?
No, Retina images are not scaled down automatically.
Only using Retina images and using them scaled down on standard resolution display devices is a bad idea.
Non-Retina devices have far less memory than Retina devices, but you're forcing them to load the Retina resolution images. In other words: device has half the memory, but is forced to load images that consume four times as much texture memory as need be.
Non-Retina devices have slower GPU & CPU. But you're forcing them to work on four times the number of pixels. Performance suffers.
You probably need to scale it down manually. I'm not sure if thats the best idea.
But I think you can just scale down the images to 0.5 if in retina device.
About images, its important to remember that each image is taking memory according to the size of the next power 2 dimensions. Which means that 20X20 pic will take the same memory as 32X32, and 130X260 will take 256X512.
So sometimes just handling your image sizes better or using something like Sprite Sheet.

What happens if #2x image is available but not regular resolution image?

I'm wondering what will happen on a non-retina display device if only the #2x image is copied to the resources? Will it scale down the retina display image by 0.5 to accommodate the frame of the UIImageView?
I hope this isn't a silly question!
The high resolution #2x images are not automatically down-sampled on non-retina devices.
Apple did not implement such feature because non-retina devices generally don't have enough memory to load and down-sample many high resolution images during initialization, it might cause trouble in case too many images need to be initialized.
EDIT (Based on answer by WendiKidd)
Non-retina devices will however down-size and display the high resolution #2x images, but without down-samling them, which causes poor image quality.
I know for a fact that it will use the #2x images if no regular image is available, because I have tested it myself. (Though I agree with David's comment--this is rather easy to test yourself.) Now the image quality is decreased, because it's trying to resize an image that is much larger than the space you're trying to put it in. But it absolutely will work. Go give it a try and you'll see :)

Not including non-retina display images in an iPhone project

I have an iPhone Xcode project that currently only contains images for retina display (twice the size as normal and with a #2x.png suffix). When I run the app on the iPhone Simulator (non retina) the images are still being displayed. Does this mean I don't need to worry about including two sets of images: retina and non-retina?
This all seems a bit odd. I would assume that no images would appear on a non retina device if there are no non-#2x files included.
Note: I have not tested my app on a non retina device. Just the simulator.
I'm pretty sure that iOS will just use the #2x and scale it down if you don't have a non-retina graphic. Although that's sub-optimal since you're letting iOS do the scaling at runtime which will be slower than including the non-retina graphic and also iOS might not do as good a job as scaling as your graphics editor of choice.
Even if it works, it's not good practice, and if you have a media heavy app definitely it would impact performance and battery life and memory foot print and ....
By the way, is it just that you don't have the 1x graphics available to you or you are concerned about your apps (download size) or ...
If you are assigning the images in Interface Builder, and you set the image property on a UIImageView to image#2x.png, for example, iOS will not know that it's a high resolution "2x" image. In fact, on a retina display, iOS will look for an image named image#2x#2x.png. Since it won't find it, it will set the scale factor of the image to 1.0.
The contentMode property (just "mode" in XCode) will decide if any scaling of the image occurs to fit the constraints of the UIImageView. You may wish to set the mode to "Aspect Fit" to get the high resolution image to scale as needed for both retina and non-retina displays. In general, the image will display as seen in Interface Builder.
If you are using UIImage's imageNamed or similar function to load the image, and just specify image (where "image.png" doesn't exist, but "image#2x.png" does), then iOS will actually find the image on a non-retina display, though the scale factor will be 1.0. As previously, you'll need to scale it to fit your view. The image will work normally on a retina device, and the scale factor will be set to 2.0, since iOS looks for a "2x" image first, and it doesn't matter if the other file exists or not.
This is from Apple's documentation on imageNamed:
On a device running iOS 4 or later, the behavior is identical if the
device’s screen has a scale of 1.0. If the screen has a scale of 2.0,
this method first searches for an image file with the same filename
with an #2x suffix appended to it. For example, if the file’s name is
button, it first searches for button#2x. If it finds a 2x, it loads
that image and sets the scale property of the returned UIImage object
to 2.0. Otherwise, it loads the unmodified filename and sets the scale
property to 1.0. See iOS App Programming Guide for more information on
supporting images with different scale factors.
If at all possible, you really should include both retina and non-retina images. Using higher-resolution images than necessary negatively affects memory and performance.

iPhone memory warning for high resolution images

I have an app which display images in full Screen. Some of the images are 1952x3680 pixels and these images are raising memory warning level=1 and level=2.
How should i handle these image?
Scale your images down considerably. There is absolutely no reason you need images at that resolution in an iPhone app.
Don't use them. Either get your server to deliver a thumbnail version of the image (maybe using a thumb.php/jsp/asp/... file with GET params x=<width>&y=<height>), or scale the image down on the iPhone and discard the original data. The former method is vastly preferred as it saves on both bandwidth and large memory allocations client-side.
The largest images you should be working with are 480x320 (iPhone 3GS and earlier) and 960x640 (iPhone 4).
EDIT: The other situation I didn't think of is if you're bundling these images with the app. Please, please don't do that. If you have images that big, scale them down in Apple's Preview or any image editor to the sizes noted, and ideally have two copies, image.png and image#2x.png which are shown depending on the scale of the device's screen.
The screen itself is only 320x460 (not considering the clock bar on top), and 640x960 for retina display. There is no reason to have images this large to begin with. Scale them down. It'll both prevent the memory warnings and stymie unnecessary image size.
As said before, scale it down if you only want to show the image without zooming in fullscreen.
If you need to zoom and show it detailed, google for CATiledLayer. There are good examples around.

What size images should I use in order to support the two iphone resolutions?

I have a few questions about screen resolution, that I'm not clear on. These questions assume they my app will be running on iOS 4.0 and up, and on either iPhone 3GS or iPhone 4.
Should the size of the splash image (default.png) be (960x640) or (480x320)?
Should the size of the app icon (Icon.png) be (57x57) or (114x114)?
What about other graphics that I may use in my app, such a graphic that represents a button? Should I always create these images for the higher resolution, and have the app scale them down? In other words, if I want a button image to be displayed on the 3GS that is 200x40 - should I create the image at 400x80, so that iPhone 4 can take advantage of it?
Thanks!
A good guide to this can be found here: http://mobile.tutsplus.com/tutorials/iphone/preparing-your-iphone-app-for-higher-resolutions/
In general you just create 2 sets of images. Your original and then a new one twice as big with #2x in the name. So for image.png at size 32x32 you would have one that is twice the resolution called image#2x.png at size 64x64. In your app just always use the image.png in Interface Builder and when loading in code.
There is no need to detect the device. These images will automatically be picked up by the OS and subbed in as necessary.
Provide both sizes (960x640 & 480x320) for the splash image using the #2x method described above
Provide both icons (57x57 & 114x114) using the #2x method
For our apps we use a combination of the #2x images and just Scaling the large images. (More information on this can be found in the above article) We use the #2x images for bar buttons, icons, etc. But for UIImageViews we often just use the Scaling. There can be a performance hit for doing this, but for most apps I'd say this is negligible. The savings in file size sometimes make scaling the only option.
Related Questions:
Retina/non-retina images in UIImageView
Making an app Retina Display friendly
You need to provide both if you want them to look nice. For example,
Default.png -> (480x320)
Amd
Default#2x.png -> (960x640)