I am testing out SwiftUI, but my Xcode preview runs in a very low resolution compared to the Simulator app, which makes it quite hard to do some "pixel-perfect" designs.
See how it looks in this screenshot
This happens on all zoom levels. Anybody else experiencing this?
Cheers,
Massimo
You can just press "Play" button.
Related
So not sure if this is just an issue I am having but, has anyone else noticed that the preview seems to slow down you mac? I am now wanting to turn that feature off because I feel its just useless. I have my device connected to the computer and personally I can run it on there.
I am wondering has anyone else had this issue.
Also preview seems to not show images that are using https://github.com/crelies/RemoteImage
So I am basically at a loss.
How do I disable the swiftUI preview.
Click Adjust Editor Option tabbar button and un-check Canvas
I am using animations from the animate.css library.
Everything looks good until I check the site on my iPhone. It works fine when I use the chrome developer tool device toolbar iPhone setting.
The background while the animation is going on gets distorted, it seems like it is zooming in really far.
I am using the fadeInDown and bounceInUp animations which I read might increase the document height?
Any suggestions or help is greatly appreciated!!
You can set Overflow: hidden to Parent container. So that it will not increase the height when animating.
Tested and verified ;)
Thanks
I upgraded my XCode just now to 7.x from 6.x, and my simulator looks really pixelated and has poor anti-aliasing.
I used to leave the scale at 0.5, which looks fine, but that now takes up way too much space. When I lower it to 0.33, it looks bad:
You can see the font isn't smooth, the way it should be. It looks worse when you get into my app.
What happened?
Use iPhone 6 Simulator instead of 6 Plus.
You might want to turn off "Optimize Rendering for Window Scale" in the Debug menu. Performance will be worse, but the quality should return to what you are used to.
How can I change the resolution of the phone representing the code when in xaml view in a project?
The phone serves as a drag and drop for the controls, does it have a setting somewhere to set it's resolution. Windows Phone 8 currently have three resolutions; 800x480, 1280x720 and 1280x768.
I'm aware the emulator can be started up with different resolution, but my situation is that my CPU does not support this, im debugging straight on my Lumia 920 (1280x768).
I've got no clue on how the application looks like in 800x480.
But it is a simple application, a preview would be good enough.
You need to open the Device Window: Design -> Device Window
There under the display section you can select the display size (3 available).
Additionally you can test any other resolution by disabling the 'Chrome' option in the device window and setting d:DesignHeight and d:DesignWidth of your page to the desired resolution.
I had the problem and after much time searching google and stackoverflow, I don't think that it is possible to change the resolution of the designer window. However, maybe this link can help you, it helped me back a while ago when I had that problem:
WP8 Emulator screen size
It refers to the emulator, but explains how the app UI will be scaled to match different device resolutions. Hope it helps!
I have OpenGL application with UITextField in the main menu. When I tap on the text field the keyboard appears and I can edit the text. But if I running under iOS 5 and if I try to split keyboard then the keyboard starts splitting (I mean animation) and then hangs when I release my fingers. I mean it hangs on half splitting - and does not responds more. But my app is still alive - and render is working well - background animation is still working.
I have just made a simple test - have disabled the render at all. And the problem has gone. So the problem is related to OpenGL.
I use OpenGL ES 1.1,
XCode 4.2 and iOS SDK 5.0.
Do somebody have similar problems? Any suggestions?
Please help.
UPDATE:
I have just tested two more games from AppStore - and in one I have found this problem too!
'Roads of Rome HD free' - iPad game.
I've encountered this problem too, but I was able to fix it due to previous experiences. In one application we found that if we keep our GL view active while playing video, the video playback position slider didn't behave smoothly. The same seems to happen with the keyboard split. If your problem is the same as mine, the issue is related to the keyboard split animation not finishing (and, in our case, the point where remained struck varied with each test)
We solved the issue stopping the animation on your GL view (I bet it's called EAGLView) when receiving a UIKeyboardWillChangeFrame notification and starting it again after UIKeyboardDidChangeFrame.
Old post, but I just came across this problem in ios 8 on an iPad3.
Running an OpenGL app at 60fps seems to throttle the keyboard update. Reducing your FPS while the keyboard overlay is active will fix the issue.
I'm using GLKViewController to manage the update and Draw callbacks with a 60fps refresh, but that was causing the keyboard split to lock up half completed.
I found the best solution for me was to set the view's preferredFramesPerSecond to 20 while receiving text input, and then set back to 60 after the textView is closed. As well as fixing the keyboard hang, it also just makes the keyboard generally more responsive.
myViewController.preferredFramesPerSecond = 20;