How shall I manage to make a default image for my iphone application that is large enough for the Retina screen? The screenshots I take with the Organizer in XCode is 320px x 480px, however how can I manage to get a screenshot twice as large? It is just a picture of the UINavigationBar, empty area in the middle and a UITabBar at the bottom with all content removed.
Thanks in advance.
To take a simulator screenshot, use Ctrl+Apple+C. Then paste the image into Preview (menu/File/New from clipboard) and save. That will give you just the screen, sans the iPhoney window border. If you want one with the border, use Grabber.
For a Retina emulator, set the simulator to iPhone 4 mode. Menu/Hardware/Device/iPhone (Retina). Just tried - it works.
The easiest way is to run the app on a retina device and press both buttons at the same time to take a screenshot.
However, if you don't have access to a retina device, there is a great FREE program here: http://www.curioustimes.de/iphonesimulatorcropper/ that can take screenshots directly from the simulator. For Retina images make sure your simulator is set to iPhone 4 and that your screen resolution is set high enough to display it in Retina.
I appreciate the help, however I do not have a Mac/PC that has the resolution that I need to display the iPhone 4 simulator properly(high resolution, apparently). If you have, the answers given is perfect, however my solution was to download this:
http://www.teehanlax.com/blog/2010/08/12/iphone-4-gui-psd-retina-display/
and then resize components to 640px x 960px (minus the statusbar).
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I am trying to develop for the iPhone 6 and I have an issue here that has been discussed on S.O. before, but the solution that developers have offered is not working for me.
I have taken a few pictures to try to show better what is happening.
This first screenshot is just to show that I have my Launch Images loaded:
The next picture:
Shows at the left the storyboard. As you can see the image fits the screen. The size on the inspector is "inferred" and the dimensions of it I can check by looking the size inspector:
They are 320 by 564 which corresponds to the iPhone 5s.
On the simulator as you can see there is a white gap around. and the picture at the right is a screenshot from the device running the same thing.
So to recap, i want to make an app for the iPhone 6 but on the storyboard the "inferred" dimensions are those of the iPhone 5. The simulator displays an iPhone 6 but with an image that doesn't fit and the device -weirdly- displays the image correctly.
On the next picture I have changed "Inferred" to iPhone 4.7-inch:
And I have also resized the image to fit the bigger scene on the storyboard, its now 375 by 667:
So, the normal size for an iPhone 6.
As you can see, the simulator now shows the display correctly but the device (screenshot on the right) is not correct as the image is now too big for the screen (there is no white space around the "E").
I have researched this and everyone seems to say that loading the launch images makes xCode display correctly for the iPhone 6, but that's not happening here. So what else am I missing? Thanks.
I have finally done to build Augmented Reality app.
The app works great for iphone 4 screen size Width :480 Height :320.
During the development I have also test the simulator to see launch goes well for 4 inch display (iphone 5), and it did go well the splash screen show was the 4 inch png named : Default-568h#2x.png and the screen shows a white background fully (like it should).
When I launch the app on a real iphone 5 device, the 3.5 inch splash screen loaded and the app load like it loads on iphone 4. Everything in the middle and I get a little black equal Margins from the side, the cable is original and this is the Weirdest thing ever happened to me.
UPDATE : i have also tried to add this code on the simulator and to the real device :
CGRect bounds = [[UIScreen mainScreen]bounds];
NSLog(#"%#",NSStringFromCGRect(bounds));
the simulator prints iphone 5 screen size, the real device prints iphone 4 size.
Any help please
Make sure you have all three Launch images set up correctly. :)
Make sure the image has been added to the target.
=> If you select your image file in the Project Navigator (left pane) the Utilities pane (right pane) should have a checkmark under 'Target Membership' next to your target.
I think that your views need to resize. You may need to include some code that detects what device the person is using and resizes the view. Just a suggestion.
I have a iPad app which is NOT modified for the new iPad with retina display. But, to my surprise(pleasant) the app is working great without any issues in the retina display iPad. The graphics are just the same. I dont even see any pixelation issues. Can some one explain me the reason behind this? Did apple do something from their end in order to get the non retina apps to work the same way in retina display iPad?
Text and framework images are in high resolution, without the explicit need of the application to do anything.
What does look different are the images you provide with your app, so if your app has a custom UI that is not retina ready, it will look bad.
The same applies to the retina iPhone. Text is displayed in a double density font, and any embedded images are also displayed x2. In most cases the only change that you make for retina displays is to add double density images, but that is optional.
Edit: This also works with iPhone apps running on the iPad, with one massive gotcha. If an iPhone only app runs on the iPad, it is displayed double density, in portrait mode. But the only way that a developer can actually get his app onto an iPad is to mark it as universal, which means that it loses this support.
I have the Default.png for iPhone 3GS and older models. I was just wondering what is the name of the launch screen for iPhone 4 and what is the name of the icon for iphone 4. I am pretty sure the launch screen is Default#X.png but i cant remember. I do not have an idea of what the icon could be. ALSO, if I dont incorporate the iphone 4 launch screen or icon will the launch screen and icon show up on the iphone anyways, just more blurry? I do not want to get a reject from apple. Thank you.
Please see apple's documentation . This QA section also is very informative. See this also..
Add a #2x to the name and use 640x960 as resulution for the launch screen.
You can find informations about the Icon dimensions here (German, but the important part is the table with the dimensions)
I've installed my iPhone app on an iPad. When I tap this "2x" button, the app gets scaled up, but it doesn't use my retina display graphics. Isn't that somewhat stupid? I am sure I did something wrong!
What must I set in the info.plist or elsewhere that the iPad will use my retina display graphics when the app is watched in 2x mode?
No, it literally just scales up the screen. It may be a bit lame but that's by design. Note that even the text is pixel-doubled.
If you want to make better use of the screen you have to make a "Universal" app.
If you use a hi-res image (not called #2x) in your app, then size the UIImageView half the size of the image it will appear crisp on the iPhone, retina, and iPad scaled up.
Please make sure your retina image naming convention is correct.
For retina image naming convention should be #2x.Suppose if your regular image name is like
icon.png then for retina it should be icon#2x.png.