How do you change the Device the storyboard is viewed in - xcode

I'm annoyed I even have to ask this. Where do I find a more detailed list of devices that the storyboard can be viewed in? I'm not talking about devices you can make the simulator as, I'm referring to within the storyboard. Thanks.

Be patient!
There is a bar under the storyboard editor which contains the scale size of the storyboard at the center (- 100% +). Exactly at the left side of that bar, there is a button which shows for example: "View as: iPhone 8 plus". Press that button to see a list of devices you can select to change the storyboard scenes for that.

Related

Labels in XCode View, positioned differently in Simulator?

In XCode 7, on a Swift 2 project, when I place a label onto the View, why is the label centred in XCode, but in the Simulator it's show off to the right?
This is just playing at the moment, where I don't want to play with constraints just yet (which I believe will be used later).
I had the same problem when working through a demo, and this worked for me. Try using the 4.7 inch size view controller:
Look in the middle left hand menu (the Document Outline), if not shown it’s under Editor > Hide Document Outline (a misnomer, clicking it will Show or Hide it).
Click on the View Controller so it's highlighted.
Click on the 4th tab of the right hand one (Utilities: the Attributes Inspector). If not shown it’s under View > Utilities > Show Attributes Inspector.
Under Simulated Metrics is a Size option to change from “Inferred” to “iPhone 4.7-inch”.
You'll need to realign things again, but now these should look central in the View and in the Simulator.
Constraints, when you want to get to them, will probably be more helpful in this regard.

Detail View on Storyboard too zoomed in - creates misaligned objects in simulator

I have perhaps a beginner's question but have not found any solutions addressing this specific problem after searching endlessly on stackoverflow and other forums.
My detail view in the storyboard appears to be too zoomed in. At this point, zooming in and out simply zooms in and out on the storyboard, but not the detail view specifically.
Indicators of this are that the alignment arrow to the left of my button is not positioned at half-latitude of the Detail View box, although when I align my button to this marker I do see a crosshair indicating that my button is "centered".
Detail View - Further Out
Upon simulation, it is apparent that using these crosshairs produces a run-time alignment far right and up from being centered. Where my button is currently placed seems to be in the center of the simulator screen but would like my guidelines to allow the button to be centered using the guidelines suggested.
Simulator View
A) How do I "zoom out" within the Detail View so I can see the entire screen in the detail view?
B) How can I center my object if the guidelines are inherently off-center?
Thank you so much for you advice and input.
Are you using constraints to keep the various controls in place etc...?
If not try:
Select all elements in the UI of the detail view. Click on an empty spot somewhere in the View and press CMD + A.
Click on resolve auto layout issues at the bottom right of the Nib editor. (it's the right most icon)
Click on Clear Constraints
Click on resolve auto layout issues again, then Reset to Suggested Constraints
From here, tweak your constraints as per the UI you're working with i.e. iPhone, iPad and whatever orientation it's in etc...
I forgot to mention how I fixed the "too zoomed-in" problem.
In the storyboard controller, on the left navigator panel, within the file inspector, I simply unchecked "Use Size Classes" within the Interface Builder Document section. My view controller changed into a normal iPhone shape and everything finally fit into place.

Xcode 6.1.1 StoryBoard Size

Good morning,
I am new to Xcode and am learning to create iOS applications.
When I open a single view application and click on main.storyboard, my size is w Any h Any. When I decide to add a label and run the iOS simulator (iPhone 6 or iPhone 5S), the label appears somewhere else.
This is really frustrating and I have tried many approaches such as disabling use size classes, changing the storyboard size by clicking the w Any h Any button, and even messing with the constraints as mentioned here: Xcode 6 Storyboard the wrong size?
I am really trying to continue with this but I have seem to hit a wall for a couple of hours now, if someone could shed some light to why I am messing this up, that would be amazing.
EDIT: How can I get it to be a "normal" sized iPhone, such as the iPhone 5s?
You can click on the w Any h Any to change it to a normal iphone size by mousing over the squares and reading which devices they encompass.
You are going to have to use constraints though in order to make anything go where you want it to, I really didn't want to learn them but I couldn't do without them now: they are very useful.
EDIT
Constraints are simple in concept but can be tricky in certain situations:
For any view to have valid constraints that work correctly, it needs to know what the size of the view is and its position in it's "parent container" which is just whatever view or viewController it is inside of.
The little |-O-| shaped button and its neighboring buttons next to "w Any h Any" give you options for positioning and sizing the view. So if you click on a view and then click on that square button in the middle, check the width, height boxes and click the left and top lines in that top positioning thing with sizes in it like so:
Then click on add 4 constraints. You will notice blue lines appear around your view saying that it can properly put it where it needs to go when running the app. If there is any orange or red that means there are conflicting constraints on the view.
Sometimes that can mean you put to many constraints (more than you need) and you just need to delete them in size inspector tab. But more often than not, if that doesn't fix it, I've noticed that I usually have a neighboring view that isn't properly "constrained" and is actually the cause for the other views problems.
How can I get it to be a "normal" sized iPhone, such as the iPhone 5s
You don't. The view controller's main view will be resized correctly when the app runs (on a device or in the simulator), as appropriate for the device type and other aspects of its surroundings.
Your job is to use auto layout so that no matter how the view is resized, its subviews (labels and buttons and so forth) will look good. That is what auto layout is for - it's to help you compensate for the fact that you have no idea what the real size of this view will be at runtime.

App display does not fill iPad screen

I'm converting an app that I made for iPhone to be used on iPad. Using constraints on the Xcode 6 storyboard is killing me right now.
With my rep score I can't post an image of what I'm getting, but basically even when I set the constraints and the placement of the object (a UIView) on a storyboard sized for iPad, all the objects on the viewController fill only the top/left area of the screen.
What's the best way to handle this?
-- when you change size of view, other view will be auto change to {0,0,0,0}, isn't ?
but it doesn't change in the right panel.
it is your storeboard files some settings have some wrong.
Demo test link http://www.cocoachina.com/bbs/job.php?action=download&aid=80409
Check for those points:
hope this can help you.

How do I make screenshot of Xcode storyboard?

I need to take a screenshot of whole storyboard as an image. Is that possible? I need it to give to my designer.
Ideally I'd like to get 1 big image, make some changes (number views, etc) and save it as JPG
Xcode doesn't have any features for printing or exporting an image of your storyboard. (Though that might make a good feature request to send to Apple.)
Your best bet is to resize your project window as large as possible (and hide the navigator and utility sidebars) and take a screenshot. You might be able to employ a trick or two in getting everything to fit:
If you're on a Mac with a Retina Display, change your screen resolution to one of the "more space" options so your Xcode window can be bigger. (For example, on a 5K iMac you can choose the "looks like 3200 x 1800" size, which renders a 6400 x 3600 screen and downscales it to fit the actual display hardware.)
Zoom out on the storyboard with the Editor > Canvas > Zoom menu commands. In Xcode 8, the zoomed-out storyboard uses the same rendering/editing engine as the regular-size view — which means that on a Retina display, your shrunken-down views will still be legible.
Resize the window larger than the screen, then take a window screenshot (Cmd-Shift-4, then spacebar, then click the window). You can do this with AppleScript:
tell application "Xcode" to set bounds of front window to {0, 0, 4000, 3000}
But that'll still limit its height to that of the screen (minus menubar and Dock). You can drag the window to the bottom of the screen and edge-resize it upward to get some extra height, though.
One more thing: Since the beginning of storyboards (way back in Xcode... 5, I think?), you've never needed to have "one storyboard to rule them all" in your project. In fact, there are lots of reasons why it might make sense to break your app into multiple storyboards. And of course, if you have multiple storyboards, you can screenshot them separately and integrate them however you like for a design presentation.
Using multiple storyboards used to mean you couldn't segue between view controllers in separate storyboards (you'd have to instantiate and present view controllers programmatically), but since Xcode 7 you can insert a "Storyboard Reference" in one storyboard to link to a view controller in a different storyboard. And if you have a big storyboard you want to break up, there's a tool for that. (Select some view controllers, choose Editor > Refactor to Storyboard...)

Resources