How to capture iPhone 6+ screenshots for iTunes connect - xcode

Apple requires that we submit iPhone 6 and 6 plus screenshots with apps that support those platforms.
My company owns iPhone 6s, but not 6 plus's (we're a small shop).
For devices where the simulator will fit on my Mac's screen, I can capture screen-shots of devices I don't have using the simulator. However, the iPhone 6 plus is too tall for that trick.
The app in question is a developer utility, and not likely to be a money-maker for us. We can't justify buying a 6 plus just to get these screen-shots.
How are other iOS developers satisfying this requirement?

Use simulator print screen CMD+S it is simple.
For iphone6S plus don't hesitate to scale with : window > scale > 50%.
It won't hurt your print screen but it will be easier than the huge simulator on the screen (like on my MBP 13 inch).
All developers can't afford to buy all devices so it is the way to make print screen.

Related

What is the point of the iPhone 8 simulator?

When it comes to simulator features what would be different between the iPhone 7 and the iPhone 8 simulators beside the device id? Why did Apple include both in Xcode?
You're unlikely to get an authoritative answer to any "why did Apple..." questions here — Apple as a corporate entity doesn't post to SO.
There aren't really notable simulator features different between iPhone 6, 6s, and 7, nor between the two generations of iPad Pro 12.9" hardware, nor between the various iPhone Plus models, etc. For the past few years of major Xcode releases, they've just included / let you create device-specific simulators for every supported device regardless of whether there's any meaningful difference between those devices at the level Simulator implements. (Of course there are lots of hardware differences that are outside the scope of Simulator, like Metal feature sets or camera features.)
Back before they started having device-specific Simulator profiles (around the time of Xcode 6, IIRC?), Simulator offered a smaller set of profiles mapping to the significant differences in screen geometry — e.g. iPhone 3.5", iPhone 3.5" retina, iPhone 4" retina, iPhone 4.7" retina, iPad, iPad retina, etc.
One issue with that, and a possible reason why Apple changed course, is that the increasing variety and history of Apple devices makes it harder to keep track of what's what in your head. (Okay, I want to see how my app works on iPhone 5s now. What screen size was that?) Another might be that UI size hasn't been directly tied to device size since 2014, where iPhone 6 and 6 Plus (and their successors) have offered a zoomed UI mode (which IIRC is also in Simulator).
Another issue is that there are device differences that don't map to screen differences, like 64-bit support (not that running a 64-bit app as an x86_64 binary in simulator is much like running an arm64 binary on a device, but it's a first approximation), Touch ID (which the simulator provides a proxy for), etc. And (as #russbishop's answer notes) the simulator also makes sure that APIs like uname return realistic values (like iPhone10,1 for iPhone 8) rather than a fictional simulated device.
If you'd rather cut down your set of available simulator targets in Xcode to only those that offer significant screen geometry differences, feel free to visit the Devices and Simulators window and delete/rename to your heart's content. For iOS 11 you could cut down to just iPhone 5s/SE/iPod Touch 6th gen, iPhone 6/6s/7/8, iPhone Plus, iPhone X, and three sizes of iPad screen, getting you eight different run destination instead of the default seventeen.
The answer is because the Simulator is attempting to be as accurate as it can. This ranges from returning the correct model identifier to differences in framework behavior. Sometimes there are new hardware features (eg Touch ID, Face ID) that are only available on the relevant simulators.

iPhone 6 plus - App zoomed in

I built my app for iPhone 6 plus on the iOS simulator. All the other sizes looked fine but the iPhone 6 plus was zoomed in for some reason. Why does this happen? Would this still happen when it is built to the Appstore ?
Note: I am using unity free version and would not be allowed to change the splash image.

Xcode 6 beta: Resizable iPhone will not resize

The word "resizable" suggests that you can, you know, resize something. But in the case of the Xcode 6 beta, the "Resizable iPhone" feature just wants to stay at 320x1024. I would have liked to RESIZE the iPhone to the rumored iPhone 6 screen size of 960x1704 so that I can, you know, make software for the iPhone 6 (which is supposed to be the reason why the beta is out....). Why is it not resizing?

Xcode 4.5 New Simulator not displaying properly

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%)

Can the Flash Builder 4.5 iPad simulator be scaled?

I'm working on an Adobe Flash Builder 4.5 iPad application. I have only a humble 13" MacBook to work with.
I am being aggravated by the problem of debugging my application in the Flashbuilder's iPad simulator. The FB simulator screen is almost the same physical size as a real iPad, which is too big to fit on a 13" MacBook.
QUESTION: Is there some setting in Flash Builder 4.5 that would scale the iPad simulator to fit the available screen real estate?
Increase the resolution of your Macbook or use the physical device to do development. I don't think it's possible to 'scale' the emulator, nor would you want to.
While I don't know of a way for you to actually scale it, you can get around some of the problems by just rotating it (Command-R)

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