How to find that my retina device is using 2x image? - iphone

I know that 2x images are for retina display.
But i want to know that how can we identify that my device is using 1x image or 2x image?
and one more thing
I have one image name stackOverflow.png of size 50x50 and its 2x with name stackOverflow#2x.png of size 100x98.
My question is that device will select retina image with name or size???

To check which one has been loaded, you can use this code:
UIImage *image = [UIImage imageNamed:#"image"];
NSLog(#"scale: %f", image.scale); //this will be 2.0 for retina image
Or just simply use two different images, as #MidhunMP suggested in comments.

It's usually not hard to tell just by looking at them-- especially in the iOS simulator. Set the simulator to retina mode and take a look. Non-retina images will be visibly blurry compared to retina images.
As for the image size, if your 2x image is not actually 2x the size of the original image, you are doing it wrong. Fix one image or the other, or both. Retina images are selected by name. If the size is wrong, the image will be stretched to fit. That will ruin the high-resolution retina effect you're trying to get with a 2x image.

Related

Retina graphics

I'm using an image that fills the screen (like a background) to my app. The image is already in retina dimensions, but I scaled it to fit the simulator screen. Because it's already in retina dimensions, do I still need to add a copy of it with the #2x extension?
It's better to use separate images, normal & normal#2x. if you only use single image, small images will be distorted while bigger image will look squeezed.
don't forget the iphone 5 for background images for example.
3 images are required : Background-568h.png Background.png Background#2x.png
if ([UIScreen mainScreen].bounds.size.height > 480.0f) {
// for the iPhone 5
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Background-568h.png"]];
} else {
// for iphone 3.5 inch retina /non retina.
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Background.png"]];
}
the naming notation is required for compiler to detect your retina images.if you write image.png the compiler looks for image#2x.png and then image.png and if it can not find it(for retina displays).
So name all your images xxx#2x.png and provide also xxx.png for non retina devices.
On the other hand i would use exact image sizes for non-strechable images in you app.Resizing means extra time and naturally extra computation.On the other hand fractional image resolutions ends up with blurry images.
For iphone 5 images you should for instance include Iphone5BackgorundIamge#2x.png but call Iphone5BackgorundIamge.png in your code.
Iphone dont have to do with image dimension but it uses image name for checking whether it is to be used as ratina or normal image.You have to keep a normal size image with it's name like "image1.png" for normal display and ratina size image as "image1#2x.png" for ratina display.If your used image is already of ratina display then keep it with #2x format and put one half size image with normal name.

iPhone/iPad retina image usage preferred?

I understand there is a file naming convention for standard images and retina (higher resolution) images. This is achieved by naming the file as <filename>#2.jpg, as an example.
Now I just ran a test on the iPad simulator that seems to suggest that it would be better to just use the higher resolution, period. The test was this: I had one full-screen image and one retina full-screen image. The low-res image simply has a "1" on it. The hi-res image shows "2" on it. Then I had the hi-res image load to fill the entire screen of the iPad simulator.
Result: It seems like the entire retina image was displayed in the screen.
Expected result: I expected the hi-res image to be partly cropped - I assumed the screen was too small to display the entire retina image.
Obvious questions:
Is my test flawed (am I missing something)?
And if this test can be verified, then why should we include 2 sets of images (standard and retina) if we can simply use retina? The only thing I see is that the retina images consume more memory, so it might be too much for devices that don't have retina displays.
Whether or not the retina (#2x) image is used depends ONLY on the scale factor (the amount of pixels per point) of the screen. Both iPad and iPhone have the same behavior.
You never reference the retina images directly. Instead you load them by saying
[UIImage imageNamed:#"myImage"];
If you are on a retina display the retina version of the image (myImage#2x.png) will be chosen for you. In either case the image takes up the same number of points on the screen. Both the retina and non-retina displays have the same number of points.

Using image for text in retina and non retina screen

I'm doing a book in which I display text with images in order to get the exact text layout I want.
The problem is that the text is crispy on non-retina display if I use retina images (image with *2 resolution). For the moment, I've added pages for retina and non-retina display but this means my application is bigger.
Is there a way to use only retina ressources and to have a nice text even on non-retina display ?
No, you can't,:( since the non retina display is having less resolution screen compared to retina display thats why the concept of normal image and #2x image was introduced.
If you use UIImage's imageNamed property with your image it will automatically renders respective images wrt the devices,
ex:- if your image name is background.png and for retina display background#2x.png then once you write
backgroundImgView.image = [UIImage imageNamed:#"background"];
it will automatically assigns normal & #2x image to non-retina & retina display.

How to scale images (not resources) to iPhone Retina display correctly in a view?

I have a UIImage, from either device's camera or downloaded from a URL. Say resolution is 800x600.
I want to display a scaled image in a UIImageView which is 200x150, and I have a proper image scaling code.
So, I just scale the UIImage to the UIImageView's frame.size (again, 200x150). On a non-retina display it looks OK, but on a retina display it looks bad, like a smaller picture was scaled up, because the actual frame in pixels is 400x300.
The question is - should I, manually multiply the frame.size.width/height by 2 when it's a retina display when I resize, so it'll be resized to 400x300, or is there a built in feature for that?
Since the UIImage is not a resource on the device, I don't have the #2x option.
Keep the frame size of the image view at 200x150 in all cases.
In case of non-retina display scale the image to 200x150. On retina display devices scale it to 400x300. Set the contentMode of the UIImageView to UIViewContentModeScaleAspectFit.
When you get the image in say 800x600, can't you make a UIImage that is scaled to 400x300 and save it temporarily with the #2x extension, maybe to the Documents folder or tmp folder, and then save another UIImage scaled to 200x150 and save it without the #2x in the same directory.

display image in iphone 4 retina display

I am showing a high resolution image in iphone 4 and i set the image view frame size as below :
imageFrameNormal.size.width = 470;
imageFrameNormal.size.height = 625;
but it showing full screen instead of this size. so plz can any one suggest how i show image in right size.
i am trying to check it in simulator.
Thx
You have to use the same sizes on retina and normal displays. For example, you have image view with size 100x100. On retina device you should use the same size 100x100 (no changes in your code). However you'd better use high-res image (2x size). For this you need to name it properly:
image.png - normal size image
image#2x.png - 2x size image.
When you call
UIImage* img = [UIImage imageNamed: #"image.png"];
image.png would be used on normal display and image#2x.png on retina (iOS does it automatically).
The retina display's coordinate system is not in pixels, but in "points". The iPhone display, whether retina or legacy will always be 320x480 points. When interacting with any parameters such as the frame, size, origin, etc., you will need to remember to use points instead of pixels. The OS will handle the "conversion" between points and pixels for you.
For a much more detailed explanation, see Points vs. Pixels in the Drawing and Printing Guide for iOS.