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Closed 10 years ago.
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How to develop or migrate apps for iPhone 5 screen resolution?
How to deal with iPhone 5 screen size?
With 5th generation devices in the market having bigger screen, we need to have a bigger launch image (image that is shown when app icon is tapped). How would app make the difference like when to use the normal image and when to use the bigger image based on the device type?
I see a warning in my project when I build it for iPhone 6.0 simulator tap on which throws the below alert:
You need to add a launch image named Default-568h#2x.png. The compiler checks for this image and validates it. If the image is validated, your app is ready for iPhone 5 - otherwise not. Once you have the right image, follow the steps outlined in this post:
How to develop or migrate apps for iPhone 5 screen resolution?
If you are having issues with the images being used INSIDE the app, and you want to support iPhone 5 and pre-iPhone 5 devices, use this:
Dealing with different size images in a xib for iPhone5 versus iPhone4?
For short: If you want to support iPhone 5 screen you must supply launch screen for the 4" screen otherwise your app would run on 3.5" on the 4" screen.
If you put the 4" launch image that one would be used on iPhone 5 and the 3.5" one on iPhone 4 (could be different).
Please see my detailed explanation here.
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How to develop or migrate apps for iPhone 5 screen resolution?
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Today I tried uploading an update for an older iPhone app to the app store but was denied because it did not support the new iPhone 5 screen size. Do I have to rebuild the whole app to show on the 4 inch display or can I just compile it with the older 3.5 inch screens and it will do what other older apps do with centering it with black bars on top and bottom.
You do have to rebuild the app, with a launch image sized for a 5 inch screen. That is what tells the system that the app runs on a 5 inch screen.
(You can not do what older apps do and show with the black bars. Your app was doing that already. But now you are submitting an update, and it is forbidden to do that without running at full size on the iPhone 5.)
Now, when your app launches on a 5 inch screen, it might not look very good without some good autoresizing or autolayout. But that's another issue. You will be able to tell that pretty quickly just by looking (in the iPhone 5 Simulator).
When trying to upload a binary to App Store, I get the following response in an email:
"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines."
Also, the status of the app is "Illegal binary".
I've read that I must include a launch image called "Default-568h#2x.png". Question is: My app was not intending to have a launch image at all. Am I really required to have a launch image now?
Yes you must include one. Not only does the launch image give the hint to the OS about the app's iPhone 5 (4" screen) support, but launch images in general are required:
From Apple's Interface Guidelines
To enhance the user’s experience at app launch, you must provide at least one launch image. A launch image looks very similar to the first screen your app displays. iOS displays this image instantly when the user starts your app and until the app is fully ready to use. As soon as your app is ready for use, your app displays its first screen, replacing the launch placeholder image.
Furthermore:
Generally, design a launch image that is identical to the first screen of the app.
So really, making a launch image that is about the same as the first screen of your app (e.g. if the first screen is a UITableViewController with a toolbar and navigation bar, perhaps the screen looks like an empty navigation bar, an empty toolbar, and an empty table view, which then suddenly all become populated as soon as your app really gets going), is the way to go for the best user experience.
If really you don't want or need this, then make the default images just be black.
Yes, as stated, as of May 1, 2013, all new apps and app updates must provide support for the new iPhone 5 4-inch display.
The way to indicate that your app supports (has been tested with) the new iPhone 5 resolution is to simply include the launch image for that device.
You can simply create a black .png image (which is what your other default launch images are anyway) that is 640 x 1136 pixels and use that as the launch image for that device.
Simply including the new splash screen image (Default-568h#2x.png) is not enough
You must re-build your project with the iOS 6.0 SDK (or newer) - which supports iPhone 5
So if you're still using an older SDK, update your XCode in the App Store first
Yes. from 1st May, you can't upload application with out including Default-568h#2x.png in your application.
This question already has answers here:
Closed 10 years ago.
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How to detect iPhone 5 (widescreen devices)?
Do any adjustments need to be made for an app started in development prior to the iphone 5 in order for them to work on the iphone 5's larger screen?
If so, what are these changes, or where can I find what to change? google hasn't been too helpful so far.
Thanks
After adding the Default-568h#2x.png launch image, follow the steps outlined in this post:
How to develop or migrate apps for iPhone 5 screen resolution?
If you are having issues with the images being used INSIDE the app, and you want to support iPhone 5 and pre-iPhone 5 devices, use this:
Dealing with different size images in a xib for iPhone5 versus iPhone4?
You need to add a default launch images with 640x1136px named Default-568h#2x.png to support the iPhone 5 screen.
First, you have to have a 640x1136 launch image (with -568h#2x.png suffix) to make it compatible with the iPhone 5, but to fully make use of the larger screen, there are a many ways to do it. I find the easiest way to do it is to make two separate storyboards, making a new one for the iPhone 5, while maintaining the one you have already used for the iPhone 4S, 4, etc. Using two storyboards removes the necessity for AutoLayout; enabling AutoLayout, it is good to note, also removes iOS 5 compatibility. Use the code in this answer to get started.
Depending on how your app views are laid out, you may not need to make too many changes. If you have views that resize and are anchored correctly, such as scroll views or table views, they will expand to fill the additional space on the iPhone 5 screen. You need to add an additional launch image for the new screen size too.
the iphone 5's screen is taller so you'd need to have images with a resolution of 1136x640 also included in your images folder. (add -568h#2x at the end of image's filenames)
also, everytime you will adjust your sprites and everything else that goes on the screen, you will need to account for the iphone 5 separately, just like you account for the ipad and the iphone (non retina and retina).
I'm looking at the iPhone 5 specs, and see that the screen resolution is 640x1132 or so, which would break some of my manual+storyboard interface layouts. I'm wandering how to make an app so it would either show on iPhone 5 in 640x960 screen (with black bars), or exclude my app from sale to iPhone 5 at all, as I do not want to worry about the interface breaking. Is this possible for existing apps?
Thank you for your input!
Unless you include a Default-568h#2x.png image in your application, it will not run at full iPhone 5 resolution.
In the Apple keynote on the 12th Sept 2012, they said all current applications in the app store would run on the iPhone 5 with without a problem using the black letterbox at the top and bottom.
The way to remove the letterbox is by providing a Default-568h#2x.png image, like duskwuff mentioned. If its not there, the device will run the application will run at 640x960.
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Closed 12 years ago.
Possible Duplicate:
Running app built in iOS4 on iOS 3.0, why is everything huge?
My images in my app are all 2x (or more) the size that they appear at. But for some reason, some of these images are appearing at their original size on the screen, when testing on a device, and so appear twice as large as they do in Interface Builder and on the simulator. And some are appearing at the size they should be.
Any ideas why this could be? My iPod Touch is 1st generation, so it's on 3.0 software.
The app probably only includes double resolution images for the Retina Display, and they're not suffixed with "#2x" to indicate that they're double.