I developed an application with Xamarin.Form it works very well on Android and also on Ios simulators but to my surprise when I deploy the application on Ios equipment the rendering is no longer the same.
Below are the captures
IOS
Ios
Android
Android
Please help
As xamarin.form does the same rendering I expected the same design on Ios but the rendering is good on Ios simulators but not on Iphone X
I give you some suggestions:
You could try to restart vc, clear the project, delete the bin folders and the obj folders and rebuild it. And iOS simulator you choose should also be iPhoneX.
In Settings App of iPhoneX, you could choose Display & Brightness section. Try switching Appearance from Light to Dark or Dark to Light to see if it make changes.
Hope it works for you.
Ok thank you for your comments.
Here is the solution for displaying it
In the info.plist file you have to add this:
<key>UILaunchScreen</key>
<dict/>
To make the page take up the whole screen
Regarding the black background, it is necessary to take into account the two modes of Ligth and Black theme of Iphone in its application.
Related
I have set up different backgrounds for 'Light/Dark Appearance'
But when switching between Light/Dark mode within Xcode, my background always uses image from 'Any/Light Appearance'. Only colours set for icons changes accordingly.
FYI: I'm switching between Light/Dark mode using Interface Style option.
Can someone please advice what I'm missing on? It's all new to me.
I think it is an Xcode bug. You can confirm it by changing your setting in the iOS Simulator.
Go to Settings -> Developer -> Dark Appearance
I think you might need to uncheck the Resizing checkbox and set the Scales property to Single Scale. It worked for me.
Set your image to Render As Original Image
I think it's an Xcode (latest version) bug.
If you run it on your phone, you won't have this problem. Meaning settings are correct.
In Simulator it's working fine. One can confirm by toggling the Appearance from feature menu of the simulator.
This seems like an Xcode bug, but when you try to run it on your simulator or physical device, it should work perfectly assuming you are in Dark Mode.
By unchecking the Preserve Vector Data option 1, one can see the change in the background when switching between the modes from interface styles 2.
But I noticed that if you leave the option selected and test it on the simulator, it works perfectly fine there. Hence I feel it's an Xcode bug too.
The Xcode Bug is still here, Xcode storyboard appearance switcher does not work, it only works in the simulator.
You can change the simulator device appearance:
Settings> Developer> Dark Appearance.
Happy coding.
On my physical device iPhone 8 iOS 14.6 dark Mode doesn't work. traitCollectionDidChange not get called after switching to dark mode.
On my iPhone 12 iOS 15.x, and some testers it works.
No Solution i tried worked. Also i got some other weird UI bugs aswell on my iPhone 8.
Hope its just an Xcode Bug.
I have just finished installed xCode 4.5 and have been trying to understand the new simulator. I want to test my app in the old screen size and new screen size. However when under the simulator I go to hardware and change the phone size to the 4 inch size, it changes the simulator to take up the full screen, has no home button, is zoomed in, and I have to scroll to navigate which is really frustrating and annoying.
From this
To this
Could someone tell me if this is meant to happen? I want to maintain the normal iPhone look with the simulator, that zoomed in scrollable simulator is terrible, looks horrible and makes debugging a pain. I am sure Apple would not allow something this poor looking to be the normal look for the simulator so I am guessing I am doing something wrong.
The other problem with it is, if I am on the home screen where I can see a list of custom apps under normal iPhone screen size, then change it to the 4 inch simulator screen size, the custom apps I installed on the simulator are not showing for some reason.
Any help would be much appreciated!!
Edit:
I found I change the scale of the simulator under window and changing it to 50 or 75%. However one problem remains, why is there no home button in the iPhone 5 simulator?
What computer are you working on ? I've got a 13'' MacBook and the same thing occurred to me. Some topics say it is related to your screen resolution, and if your screen is "too small" then the simulator won't see the need in a frame representing the physical device. See Nathan Gopen's answer in XCode 4.3.1 iPad simulator. (I also noticed that the frame disappears when you re-scale standard iPhone to 75% or 50%.)
If you need the home button you can find it in Hardware > Home Button, or Shift+Cmd+H. Yeah, I know, it sucks...
This Worked for me:
Go to Simulator Menu
Go to Hardware
Click Device
Click IPhone
This will restore the iPhone Simulator frame.
What worked for me was...
Go to XCode,
Open the main XCode menu option
Click on "Open Developer Tool"
Click on "iOS Simulator"
Change to the simulator you want by going to the "Hardware" menu.
Close the simulator
Run your project again.
XCode was crashing on me when I switched to the non-retina iPad option and this was my solution.
The simulator seems to remember the last hardware option that was chosen.
I don't think it's related to the screen resolution. I'm running it on 1920x1200 and it's the same. I guess it's simply to reduce effort for Apple since it's not essential for development to have a nice looking simulator. But yes, I agree I loved to see a virtual iPhone as simulator. And it was quite easier to produce screenshots of your Apps for your website.
Zooming or scrolling is of course not required on a 1920x1200 screen.
This just happened to me and I did spend a while trying to figure this one out.
By setting the scale to 100% my issue got fixed as Cal said above.
I think this is related to retina display setting ...
When I started the iOS simulator on my macbook pro (w/rd), the iPhone frame came up. I moved the frame over to my attached monitor and it stayed as an iPhone frame. I shut xCode down.
When I restarted, the iOS simulator started up on my attached monitor and lacked the phone frame, just showing the screen. Scaling up or down did not matter.
I moved the unframed screen over to my laptop screen again, and shut down the simulator. When I started it back up, it started on the laptop screen with the phone frame.
I don't think it is related to resolution so much as retina display.
Not sure if this is long term solution, but the following steps helped me.
Go to Windows >> Scale
Select different options as per your wish (I chose 75%)
I have an odd issue that's driving me nuts by now. Hopefully someone here can help me or ran into something similar. I've searched up and down but didn't find anything similar.
I am creating a universal app (Xcode 4.3.3) with storyboard including a UITabBar with 4 icons. The icons are from the free glyphish set, and look just fine in the iPhone simulator. In the iPad simulator, however, they look enlarged, and only about the top half is visible in the tabbar.
In addition to the original icon, I also created #2X, ~ipad and #2X~ipad versions (I did this for pretty much all art via batch in Photoshop). However, the icons look the same (i.e. too large) in the iPad simulator even when I remove these other versions and only keep the glyphish original.
I looked at the storyboard source code, I changed around a bunch of Tabbar and TabbarItem settings in the storyboard, nothing seems to help. HELP!
EDIT: I just noticed that the icons look fine in the iPad (Retina) simulator!?!?
SOLVED IT:
OK, solved it myself. Not sure which of these steps did it, but here's what I did:
delete the app from the simulator
Clean the Project
Recompile and Run
Now the icons display correctly. Go figure.
SOLVED IT: OK, solved it myself. Not sure which of these steps did it, but here's what I did:
Delete the app from the simulator
Clean the Project
Recompile and Run
Now the icons display correctly. Go figure.
I am developing a universal app. My deployment target is 5.1 I want it to run portrait-only on the iPhone/iPod, and in landscape-only on the iPad.
I am testing with the iPhone and iPad simulators, as well as the latest versions of the iPod touch and iPad.
It works as expected on the iPhone. The portrait launch image comes up first, then the app starts. No problems. It works fine on the simulator as well as my iPod. No matter what the rotation, the app starts and continues to run in portrait (bottom home button), which is as intended.
It works correctly in the iPad simulator. The landscape launch image comes up, then the app starts in landscape. Whatever the rotation, the launch image and the app start and run in landscape as expected.
However, on my iPad, the portrait launch image displays in portrait-upside-down, no matter which way the iPad is rotated. When I remove the Default-Portrait~ipad.png and Default-Portrait#2x~ipad.png files from my project, XCode replaces them with Default.png and Default#2x.png, which are for the iPhone--not the iPad, and which also launch upside down.
My InfoPlist includes these settings:
Initial interface orientation: Portrait (bottom home button)
(There is no key for Initial Interface orientation~ipad)
Supported interface orientations: Portrait (bottom home button)
Supported interface orientations~ipad:
Landscape (left home button)
Landscape (right home button)
I tried changing the Initial interface orientation to Landscape, and I tried removing that key altogether. Neither change made a difference in the way it ran.
I’ve now tried everything I can think of to make this work. Does anybody have a solution?
Thanks.
Okay, I finally fixed the problem. Seems like a bug in XCode to me, but I should have caught it.
I located all my image files in the "Supporting Files" folder. This was not a problem for my music files or most of my image files. However, when it came to my Default-Landscape~ipad.png and Default-Landscape#2x~ipad files, XCode did not like it.
I had dragged those files into their respective boxes on the Summary page, and they were accepted. Then I moved them from the top level folder to the "Supporting Files" folder--just like I had done with the Default.png and Default#2x.png files for the iPhone.
When I built the app, I got no errors. When I ran the app, I got no warnings.
However, HERE IS WHERE I WENT WRONG. I did not run the app with the Profiler until late in the game, and apparently even when I did, I must have ignored the two warnings. Finally, I noticed them: Icon specified in the Info.plist not found under the top level app wrapper: Default-Landscape~ipad.png. I had the same warning for Default-Landscape#2x~ipad.png.
So, I deleted those two files from my project. Then I dragged them into their respective boxes on the Summary page, just as I had done before. But this time I did not move the files from the top project folder. I ran a Clean. Then I ran the app.
IT'S FIXED.
Hope this helps somebody else. ;)
I had a similar issue and was able to fix this issue by changing the order of the supported orientations in the plist file to be [0]:LandscapeRight and [1]:LandscapeLeft
A few days back I upgraded to Xcode 4.3.2 by downloading from the developer's portal and running the installation files. Since then, I am able to test apps on my devices and am also able to test them on the iOS simulator for iPhone without issues. However, the iPad simulator is not working well. A screenshot is attached.
The home button doesn't appear.
The status bar doesn't appear.
The simulator appears like a window with minimize and maximize icons (only the maximize icon is enabled) and also has a title with the version no.
Can anyone please advise, a screenshot of the simulator is present at the below location.
http://postimage.org/image/68pa1t7l9/
The Skins are missing from the iPad simulator, a solution is using the keyboard shortcuts, Cmd+Shift+H for Home, Cmd+1 / 2 / 3 to resize the window to fit on your screen to avoid scrollbars and such.