What is the DPI of the image clicked by an iphone 4 and 3gs? - iphone

What is the DPI of the image clicked by an iphone 4 and 3gs? I am using it for tesseract-ocr and i have heard that it works best on images of 300dpi. And will the DPI decrease if I re size the image before OCR'ing it...?

For iphone 4 DPI is : 326
and for iphone 3GS DPI is : 72

Its 96 for iphone 4 and 72 for iphone 3gs

Related

how/where do Xcode 6 launch screen sizes correspond to Apple docs?

I am sure this info is somewhere but I can't find it, and the Apple Developer hotline seems to have no idea what I'm talking about. In the assets library for launch screen in Xcode, there are slots labeled:
iPhone Portrait ---> Retina HD 5.5 & Retina HD 4.7
iOS8
iPhone Portrait ---> 2x & Retina 4
iOS 7, 8
iPhone Portrait ---> 1x, 2x & Retina 4
iOS 5, 6
I had launch screens prepared and I have the sizes for these individual files, but I don't see how their sizes correspond to these Apple labels within Xcode. Moreover, the Apple docs here (https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Appendices/Properties.html#//apple_ref/doc/uid/TP40011225-CH26-SW1 which is what Apple Developer referred me to) just refer to iphone 6 and 6s sizes, which doesn't correspond to the Xcode label organization.
This seems like it should be a 1 minute query. What am I missing and where is this super basic information?
If you select the image "slot" in the asset catalog and show the Attributes inspector (on the right-hand side), it will show (among other things) "Expected Size" for each image. Doing that, it looks like:
iPhone Portrait iOS8 Retina HD 5.5: 1242 x 2208
iPhone Portrait iOS8 Retina HD 4.7: 750 x 1334
In the Attributes inspector, you can also choose which "slots" you want included via a series of checkboxes.
Documentation-wise, see the Icon and Image Sizes section of the iOS Human Interface Guidelines.
Paraphrasing from there:
iPhone 6 Plus: Use a Launch File
iPhone 6: Use a Launch File
iPhone 5: 640 x 1136
iPhone 4s: 640 x 960
iPad (#2x): 1536 x 2048 (portrait), 2048 x 1536 (landscape)
iPad (#1x): 768 x 1024 (portrait), 1024 x 768 (landscape)
Also see the Launch Images section, which says:
Although it’s best to use a launch file for iPhone 6 and iPhone 6 Plus, you can
instead supply static launch images if necessary. If you need to create static
launch images for these devices, use the following sizes:
For iPhone 6:
750 x 1334 (#2x) for portrait
1334 x 750 (#2x) for landscape
For iPhone 6 Plus:
1242 x 2208 (#3x) for portrait
2208 x 1242 (#3x) for landscape
It's worth noting that if you're only supporting iOS 8, you can just use a launch XIB or Storyboard and you don't need to worry about particular images sizes. The Launch Images section has information on that.
My most recent app update (which is iOS 8 only) is using XIB files (one for iPhone, one for iPad) and it works great.
Retina HD 5.5 - 1242x2208
Retina HD 4.7 - 750x1334
Retina HD 5.5 landscape - 2208x1242
2x - 640x960
Retina 4 - 640x1136
1x - 320x480
default 320x568
default#x2 640x1136

Are iPhone retina pixels of the same physical dimensions as iPad retina pixels?

I'm designing an app that creates graphics for retina displays. One of the benefits I want to offer to the users is that the graphics designed the iPad app would look exactly the same on the iPhone.
However, by eyeballing the results, it seems to me that the physical pixels of iPhone retina display are about 20% smaller smaller than the iPad's one. So the 57x57 pixel space displayed on iPhone and iPad retina displays side by side would appear to have different shape - iPad would be larger.
I'm interested if there is really a difference in the physical dimensions of retina display pixels, or if it is a bug in my code.
Retina display on iPhone 5:
1136x640-pixel resolution at 326 ppi
Ipad (retina):
2048x1536 resolution at 264 pixels per inch (ppi)
So as you can see the density is higher on the iPhone than the Ipad. From this I would say you are correct.
They are not the same. Those devices use different displays that have different pixels/inch.
iPhone Retina: 326 PPI
iPad Retina: 264 PPI
http://en.wikipedia.org/wiki/List_of_displays_by_pixel_density#Apple

Cocos2d doesn't use the entire screen of iphone 5

I have a problem with my application ios. It is a universal application of cocos2d 6.0. It works on ipad, iphone 3GS, 4, 4S. Iphone 5 on I can start the application but cocos2d does not use the entire screen. Like iPhone 4. Do you have any idea??
Thank's
Have you added to your project the Default-568h#2x.png launch image? This will make your app use the full iPhone 5 screen.
If you do not include that launch image, then your app will work in boxed mode (i.e., centered on screen with black bands above and below to fill the entire area).
Note : this is due to the devices different screen resolutions :
iPhone 4 : 960x640 px.
iPhone 5 : 1136x640 px.
This happens due to screen size differences between iphone5 and iphone 3G, 4, 4s.
iPhone 4 :960 x 640 px
iPhone 5 1136 x 640 px
You should use Default-568h#2x.png image name for your launch image. On starting iphone 5 will load this image which will cover whole screen, While for other images in your game(If you have different images for iPhone5) use following code in your AppDelegate.m
[CCFileUtils setiPhoneFourInchDisplaySuffix:#"your suffix"];
And place images in project according to your suffix.

Ideals Resolutions for Images in iPhone/iPad & iPhone(Retina)/iPad(Retina)

Can someone tell me what the ideal resolution for images are for an iPhone/iPad and iPhone(Retina)/iPad(Retina). I have pulled these measurements off of the Apple Website and Wikipedia. See Below:
Regular iPhone 480 x 320 - 163 ppi
iPhone Retina Display 960 x 640 - 326 ppi.
iPad 2: 1024 x 768 - 132 ppi
iPad 3 (retina display): 2048 x 1536 - 264 ppi
Thank you would really appreciate for some assistance!
See this site for great information on designing for the Retina Display.
http://bjango.com/articles/designingforretina/
http://bjango.com/articles/designingforretina2/
Depends on how you are going to use them. But ideally your images would be exactly dimensioned for the displaying you are going to do.
Ideally if you wanted to display an image on an original iphone or iPad then you would have a 100 x 100 image for those devices and provide an "#2x" image that is 200 x 200 for display on the retina devices. if you put the devices up to one another, physically the images may look a bit different sized between the iPhones and the iPads as the DPI is different.
Alternatively you could essentially provide only a 2x image and have the lower end devices downscale the images!
iPhone3 320x480 163 ppi
iPhone4 640×960 326 ppi
iPhone4S 640×960 326 ppi
iPhone5 640×1136 326 ppi
iPad 1024x768 132 ppi
iPad2 1024x768 132 ppi
iPad (3gen) 2048x1536 264 ppi
iPad (4gen) 2048x1536 264 ppi
iPad mini 1024x768 163 ppi

Interface Photoshop size for iPhone app

I am building an iPhone app interface and I know the dpi has to be 163, but when it comes to the size of the file, I was looking through all the recommendations and found 2 different answers...
Does anyone know what size should i set the Photoshop file at? The answers I have so far are:
"The screen on the iPhone is 480×320, minus the 20-pixel status bar (making a 460×320 working screen size). The screen shots on the App Store should not include the status bar."
"400 x 320 or
960 x 640 (iPhone 4)
You must also consider the landscape mode (320 x 400 and 640 x 960)"
I would really appreciate the answer. Thanks!
You can forget about DPI, the resolution is what is important for you.
So the answer is...
320 x 480 pixels for iPhone - iPhone 3GS (and iPod Touch, first -> third gen)
640 x 960 pixels for iPhone 4 and iPod Touch 4th gen
This is for full screen apps. This will help you a lot, when designing UIs for iDevices.
SD resolution (link)
Retina, HD resolution (link)
That's it...
Designing an app, you just need to use the right resolution.
So it is display resolution - top bar:
640x920 (retina without the top bar)
320x460 (iphone up to 3gs)
The Official Answer is in Apple's iTunes Connect Developer Guide, which you can download from iTunes Connect after logging in.