How can I group/join different iPhone displays in one canvas tab in Xcode 14.2? - xcode

In previous versions I can show different phones in one canvas (it was good for seeing all chances in all phones) tab but in 14.0 (and after) it splits into tabs.
I tried adding views, adding multiple .previewDevice() to view, adding .previewDisplayName() but it didn't worked. I tried researching from internet but i didn't found anything either. How can I solve this problem?
What I'm trying to do(before updating)
Image
What I'm trying to solve(after updating)
Image

Related

xcode storyboard mirroring effect

Am using Xcode 9.1 and my Xcode error while dragging objects from object panel in storyboard its mirroring automatically as shown in picture .need help in solving this !
Very odd. At first I thought it was simply rendering for a RtL locale but I don't imagine the chrome around the rendered view should be mirrored as well. Out of curiosity are you testing a Right-to-Left locale? If so, does this persist when that preference is disabled?
Otherwise I'd try cleaning the project, restarting Xcode, and removing your .xcuserdatad file, in that order.

Xamarin - how to center a launch screen image (iOS)?

I'm using Xamarin for Visual Studio, and am getting frustrated trying to do what I would think should be a very simple thing: creating a launch (splash) screen for iOS, that has a single image that is centered on the screen (vertically and horizontally centered).
I'm creating it the recommended way, using a storyboard (other methods, like using an assets catalog, are considered deprecated as of iOS 9). In the storyboard, I have a View Controller, which contains a View, which contains an Image View. In the Properties pane, I've tried messing with the Mode (in Widget tab), and I've tried playing around with contstraints - which I think might be the key, but it is difficult to understand how it all works together.
You need to add the Splash screen in the applications properties (Launch Images). You need to create the image and upload it via that section. I couldn't find anything saying that the use of Asset catalogues are depreciated.

iPhone 6(s) plus not scaling new application correctly for some users

I have a brand new Swift 2.0 XCode 7 Storyboard based application.
Target is set to 9.2. I'm currently supporting any device with GPS that can run ios 9.2
I started with the Tabbed View Template and I'm working in wAny and hAny and a single Storyboard.
It works fine in the simulator on a bunch of phones, both orientations and works fine on my 6s plus, 6s, 6 plus and a 5.
But for some users the scaling is wrong and everything comes out squished.
Even in landscape mode the TabBar Icons are very close to each other.
Narrower than even on my 6s plus in portrait.
I believe this is caused by my application not having a Launch bitmap.
My understanding is there are two ways to implement this.
Launcher .XIB/.NIB with half a dozen specific sized bitmaps attached. Or a StoryBoard Launcher with ... exactly what.
The "Or StoryBoard" is a little vague. But I wanted to keep things using the modern approach since this app is new and targeted users tend to have the latest device.
So I created my Launch Image set and tried to attached it to the UIImageView in the Launcher StoryBoard. It won't list items that are tagged as "Launcher Image Set". It will show other Image Sets and Icons. But not the ones specifically for Launcher. It shows an "L" in the xcassets list next to the Launcher Image set. I believe I have the build project setting set correctly and it looks perfect on many of the same exact devices.
After some digging, I read that if you use the "StoryBoard" method you don't need the 6 or so bitmaps anymore. You can put anything in the Storyboard Launcher View and treat it just like you would treat your main storyboard.
So I did that. I just centered a small image.png file in the View of the Launchers Storyboard. Works on all simulations and my iPhone 6s plus. I did not pin it to the edges because that would mess up the aspect ratio of the image.
A very small set of users still have the issue and one of them even uninstalled and reinstalled.
I tried playing with setting phone Zoomed, Normal, Text Size, Bold etc. They all work. Users also don't have anything out of the ordinary on these system settings.
So first, do I need the 6 proper sized bitmaps or not? I read conflicting info on this.
If I want to use the 6 images on a storyboard how to I get them in the UIImageView of the Launcher StoryBoard if they won't list? Should I put them in a regular image set. Does the "Launcher Image Set" only work for the for the Launcher.XIB?
If it's not the Launcher window, what else could it be causing this?
I know I could create a XIB/NIB with the 6 bitmaps. But that seems like I'm going backwards and I don't care about old OS versions or older phones.
I think I found my answer. When using a Storyboard Launcher you cannot use a "Launch Image Set" for your Launcher Storyboard. You have to use an Image Set.
This is the best Video I found that covers it A-Z.
https://www.youtube.com/watch?v=Vz6tCgXgZFo
It also didn't fix my initial problem. Which I'll post separately. It scales correct in Portrait but not in Landscape for hand full of users. Using the same hardware as others that it works fine on.

How to fix: disabling size classes in Xcode 6.2 trashes storyboard UI but keeps guides

[EDITED] After spending a couple of days on a iPad app (utility s/w for myself; not for release), I accidentally clicked on disabling size classes in Xcode (6.2). I only want to turn off Auto Layout temporarily so I could figure out why my popover scene was not rendering.
Now, all the UI elements are gone but the guidelines for both the main scene and the popover scene are still around. History seemingly shows nothing that will bring back the UI elements. I closed the Xcode project and opened it again, but only the red guidelines are visible.
Has anyone run into this? Any idea how to fix this? [EDIT] I'm referring specifically to the UI elements and getting them all back -- else I'm going to have to spend a couple of hours reconstructing and positioning them. I browsed StackOverflow and Google Search but I've not seen any relevant suggestions.
First, when disabling auto layout it will disable the size classes as well.
I would suggest that you update your Xcode to 6.3. Then that will probably be gone.
Hope that helps :)
Edit
regarding the comment
First off I would print the frames of the UIElements to see whether they are still on the screen. (Using `println("(button.frame)")
Then, if they are not there, change their frames / centres) to somewhere on the screen.
If they are in the bounds, check their sizes to make sure they are large enough to be visible. If they are then make sure they are not hidden and their alpha is 1.
In storyboard you can open the side-bar and then change the element's position in the Attributes inspector as shown here:

Anybody what is the basic navigation, label, button, text box sizes in Xcode?

I need to know about the basic sizes of the iPhone, iPad? So some one tell me about the basic matter of those machines.
Check this out. This contains the sizes of UI controls of iphone
http://www.idev101.com/code/User_Interface/sizes.html
You can also get more information here
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/UIKitUICatalog/UILabel.html#//apple_ref/doc/uid/TP40012857-UILabel-SW1
Also
http://ivomynttinen.com/blog/the-ios-7-design-cheat-sheet/

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