Screenshots for AppStore - do I combine into one image? - app-store

ITunes Connect has different buttons for uploading screenshots (e.g. one for 3.5 inch retina)
Can I use each button more than once to upload more than one screenshot - or will a second upload overwrite the first? I know it says "screenshots" (plural) but it is not clear whether that is because I need to combine several screenshots into one image and upload it. Especially since the available sizes seem to be larger than the default screenshot size that XCode produces.

OK. Found the answer by taking a plunge and just trying it. Yes, you can add a number of screenshots under each category. They are displayed for you, and it seems that you can change them later as well. So it is really easy.

Related

MAUI CollectionView show Thumbnail instead full size photo

I created a Collection View for a app that showing photo specific by self app captured.
When showing the original photo it very slow e.g. the size of 5MB~10MB may be too large for showing.
Is there any way that I can get or even create the thumbnail for preview?
I tried for using C# standard way but the Image.Save( MemoryStream in MAUI is Windows platform only ...
First of all, I want to point out, that it is not a matter of choice.
Too big images will not be rendered, and you will see nothing but white space. (Learned that from testing it on Android.)
You can check this first:
https://learn.microsoft.com/en-us/dotnet/maui/user-interface/graphics/images?view=net-maui-7.0
I also use ImageSharp. (Despite the non-sense that happened recently, this is still a very good tool).
In any case, maybe it will be good to store the photo and the thumbnail separately, speaking of collection view, I do not think that it will perform well, if you need to mass-scale 5-10 MB photos. At least the devices I use cannot do this effectively.

Add unique icons or scale icons for ipad version in universal app?

My dilemma -
I have a universal app that holds a lot of images and icon (about 1,000).
In many cases i use the #2x version as is for the iPad version, in other cases it is to big even for the iPad.
I see 2 options:
Add a unique images for the ipad (large the app size).
Scale the images every time i use them?
Would like to hear notes or ideas.
Thanks
Shani
I think you will here different suggestions here. It really depends on your requirements and whether it is more important (mandatory?) for you to reduce the size of your app or make it more responsive at run-time.
Are you going to scale the images down one-by-one (meaning that in a view you will have only an image)? Or are you going to scale down a whole lot of images to display, e.g., in a table view? This will impact greatly the user experience...
As to the "every time", you could think about using a cache, so that you only resize each image just once. This would be like an intermediate solution, but again, it depends on your app (if very many images will be loaded, the cache will become very large, so in this case it could be suggested to go for option 1).
Also, the iPad 2 is pretty fast; iPad 1 a little less, so you could also take into account that.
In general, I don't think that scaling down will add much overhead, but YMMV...

iPhone/ iPad app development TV Out

HI,
I have just submitted my first application to iTunes for approval, however, there is one thing I really want to add to it ASAP.
I would like to code into an app that it can use the TV Out functions of both the iPhone and iPad? Ideally it would work in a similar way to how keynote works i.e. you see a bit more on the iPad itself than is projected on the TV, but even just mirroring the screen would be a step in the right direction.
I have searched all over for this and all I keep getting is about downloading jailbreaks for you iPhone to mirror the screen, which doesn't really help.
Thanks in advance,
If you just want to mirror, use my TVOutManager singleton. I've put up code to do this on github: https://github.com/robterrell/TVOutManager (Hmmm... I just noticed I haven't pushed the most recent code. I'll review and push new code asap.) I wrote up some detailed info about it at http://www.touchcentric.com/blog/archives/123 if you want to know the how's and why's.
Basically, just add the files to your project, and call:
[[TVOutManager sharedInstance] startTVOut];
If you want to do more than mirroring, read the docs on UIScreen. It's fairly trivial to create a UIWindow on the external screen (steal the bits from TVOutManager if you need to) and add subviews to it. This way you could have a Keynote-like controller on the device screen, while the main display is on the external display.
http://mattgemmell.com/2010/06/01/ipad-vga-output should get you started ...
Mirroring is not possible.
But to draw on an external display, just get the UIScreen object for the external display, then set the screen property of a UIWindow to it, (making sure to set the frame correctly etc) everything in that window should be drawn on the respective display.
Relative links:
developer.apple.com/library/ios/#documentation/uikit/reference/UIWindow_Class/UIWindowClassReference/UIWindowClassReference.html (look at screen property)
developer.apple.com/library/ios/#documentation/uikit/reference/UIScreen_Class/Reference/UIScreen.html (look at +screens)
(I don't have any reputation => can't post clickable links)
I think, you can't do this. You can only stream videos from iPod app.
But, if you have jailbreak on your device, try this (link) or take a look at this great YouTube video (link) showing exactly what you need.

Images showing in simulator but not on the iPhone device

So when I run the application from the device the pictures show up and everything works great. However, when I move to the device I run in about 10 out of 38 pictures that don't show up. I am pulling the names for the images from an sqlite database and I already checked and the names are correct, case and everything. I checked the bundle and the images are correctly in there.
Does memory play into effect in this? I am not really sure what else could cause this to happen??
Thanks!
Solution:
The files somehow were not saved properly and were unable to be opened by say photoshop or paint even. So with the files not being able to be open they weren't showing up... Thanks for the help everyone!
First thing to check is the case of the strings you're using to refer to the resources. The iPhone is case sensitive, but the simulator is not.
Oops, just seen that you checked the case. Better log all your UIImage creation calls then!
The simulator accepts a wider range of image formats. Sometimes you had a specific file type that the device cannot display. Double check the 10 files looking for some difference from the others ones.
Yes, memory absolutely plays into this. Check your UIImage creation calls and make sure they dont return empty. Also, check to see if youre getting memory warnings in the console window.
Generally, if in-memory size was the culprit, your application would crash with a low memory error on the device. However, it seems like the images just don't display.
One other thing that can be going wrong is the size of the images. UIViews on the iPhone can only have dimensions smaller than the maximum texture size supported by the GPU. Apple states that this is 1024 x 1024, but I've found it to be more like 2048 x 2048 on even the original model iPhone. You may be creating a view for some of these images that exceeds this size in one dimension, but your Mac has a larger maximum texture size on its GPU and so it displays fine in the Simulator.
Apparently the iPhone caches the launch screens. So in my case, I had to reboot my iPhone before being able to see the image.

Is there a View Controller to show thumbnails like the Photos app?

I am looking to replicate the image gallery view that shows thumbnails, like in the photos app on the iPhone.
Is there a view controller or any examples that anyone can provide to replicate this?
There isn't one provided by Apple. I would recommend looking at Three20. It has a few things with look a lot like the Photos app.
Another option is AQGridView.
Take a look at the video of Session 104 from the WWDC 2010. It's basically a 40 minute tutorial on how to do the photo app.
Bear in mind that allowing users to zoom will greatly increase the space required. If you use CATiledLayers, that is, which, depending on your desired zoom level, you should consider doing.
Oh, and there is source code ;)
What they don't tell you is how they did their tiling. I found that you can
a) download ready-made tiles from the server with the app or with a content update (you can use ImageMagick's crop tileWidthXtileHeight - e.g. crop 100x100 - to do the tiling). This has the disadvantage of large downloads.
b) download ready-made tiles from the server as needed (may lead to lags in your app, but then MKMapView does it quite nicely, doesn't it?)
c) tile on the phone as needed (here you can also consider caching the results, although that will likely mean you have to check space left on the device)
I've recently given enormego's PhotoViewer a try. It's easy to use, and it's much more focused than the Three20 project. (Which I also use and like a lot.)