When creating background image for xCode project in Swift, and I also want it to be compatible for all iPhone and iPad devices, do I have to create it like i created the app icon? With all the #2x names, or do i only need 1 image?
And what size should the image be?
Since XCode 6 it's possible to use vector based graphics. This gives you the opportunity to create one vector graphic and during compilation XCode creates the necessary PNGs for iOS (actually iOS 8 does not have full support for vector based graphics).
I use Sketch 3 for creating and working with assets, so there you can create an icon (or whatever) and export it as pdf (Note you have to choose 0.5x, because this is handled in XCode as the smallest icon).
For the sizes of app icons check apple documentation, else you just use the size your imageView is
What size should the image be?
The size of your images depends on how large they are on screen. For example, say you have a UIImageView that has as width and height of 100 points:
On an iPad 2 (which doesn't have a retina display) you would be
using a 1x image and so your image file would be 100x100 pixels.
On an iPhone 5 (which uses a 2x retina display) your image file would need to be 200x200 pixels.
On an iPhone 6+ (which uses a 3x display) your image file would need to be 300x300 pixels.
When creating background image for xCode project in Swift, and I also want it to be compatible for all iPhone and iPad devices, do I have to create it like i created the app icon? With all the #2x names, or do i only need 1 image?
You should have a look at Image Sets in Asset Catalogs.
From Apple:
Image sets: Used for most types of images, an image set contains all the versions, or representations, of an image that are necessary to support various devices and scale factors.
Here's some more information on them: https://developer.apple.com/library/ios/recipes/xcode_help-image_catalog-1.0/Recipe.html
To create one:
1. Create a new file. Then go to Resource and select Asset Catalog.
2. Press Next and give your catalog a name.
3. To add an Image Set, select your Asset Catalog (the .xcassets file). Then press the plus button in the bottom left hand corner and select New Image Set.
4. You can rename the the Image Set if you want, by default its name is 'Image'. This is the name you use to reference your image in code or IB.
5. Now you've got your image set you can drag and drop images into 1x, 2x or 3x. Or you can change the Devices (in the Attributes Editor) to Device Specific and select specific screen sizes for your images.
6. Now in your code you can create a UIImage using the following:
let image = UIImage(named: "Image")
// Just replace "Image" with the name of your image set.
You have to create them in different resolutions.
For more details you can have a look:
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html#//apple_ref/doc/uid/TP40006556-CH27-SW2
You can find the right resolutions at the point: "Launch file or image"
Related
I'm trying to emulate Xcode's toolbar controls to show/hide the Navigator and Inspector:
...but without the bottom pane (only left and right: two segments)
I screen-captured the icons from Xcode's UI and traced them in an image editing application. The resources for the left pane are:
#1x:
(20x20 #72 dpi)
#2x:
(40x40 #72 dpi, although using 20x20 #144 dpi seems to make no difference)
The right-pane counterparts are identical, but flipped horizontally.
All rhe resources are stored in the asset catalogue, as follows:
I dropped a segmented control on the toolbar, to create a toolbar item with a segmented control inside it, and set the image attribute for each segment (0 and 1).
Image Scaling for both segments is set to "Proportionally Down". The segment control has segment width "Fixed" checked, with a width of 48 for both segments. The toolbar item has Minimum Size of (83 x 25) and Maximum Size of (100 x 28).
The icons display correctly on the storyboard (Interface Builder).
However, when I run the app, I can not get the icon images to display appropriately.
If I launch my app on a retina monitor, no icon is displayed on either segment.
If I move the window to the external, non-retina monitor, both icons are displayed.
If I remove the one of the two image sets from thew catalogue and run the app, the other icon is correctly displayed! (on either monitor)
If I further set the same, remaining image for both segments, they display correctly!
If I leave both image sets in the project, but reset the Image field in one of the segments to empty, the other icon isn't displayed eihter!
What on Earth is going on??
I have put a sample project on GitHub that reproduces the issue.
Edit: Just to make sure, I extracted the resources from the compiled app binary using the cartool command line utility (as explained in this answer), and all 4 images are there at the right sizes...
Solution: As suggested by Ivan's answer below, I switched to using vector graphics (PDF) for the icons. I downloaded the trial version of Acorn and recreated my icons at 1x size, then exported as PDF.
To avoid blurring at the scaled up size of #2x at runtime, I had to make sure all coordinates in the editor were integers, and also check the box for "Snap to pixels" in the Vector Shapes inspector for each shape layer:
(Happy Ending)
$ git commit -m "Fix toolbar icons for good (PDF)"
According to my experience, using of bitmaps in toolbar is troublesome. You can try to target exactly recommended resolutions to possibly avoid some problems: https://developer.apple.com/macos/human-interface-guidelines/icons-and-images/custom-icons/
However, the cleanest way would be to use vector (pdf) icons, as they simply work as intended.
Do you know why this is happening and most important how to fix it?
Adding the key with what value?
Starting in tvOS 10 you must include a wide top shelf image, Top Shelf Image Wide, with a size of 2320px by 720px #1x. tvOS Human Interface Guidelines: Icons and Images.
If Top Shelf Image Wide is not already in your Assets.xcassets you can create one manually, or with the + Add a Group or Image Set button. For example:
The crop area is still 1920px x 720px #1x when the top shelf image is displayed on the Apple TV. So, if you're using any text or images that you don't want cut off make sure to make them centered in those dimensions. For example:
The areas in red are only used for sliding in your top shelf image when your app icon becomes highlighted on the Apple TV home screen.
EDIT:
Check your target's Build Settings.
Copied PNG image in 2x as shown.
Referred image in storyboard as shown
But display in the tab bar item is too big as shown
Can someone tell me why the image is not fitting inside the tab bar?
404x404 is too large of an image for a tab bar. The images don't scale, so you need to include the correct size image. The images need to be 30x30 points. That means 30x30 pixels for the #1x version, 60x60 pixels for the #2x version, and 90x90 for the #3x version.
I have a problem to understand how do I manage the various image resolution in iOS with Swift.
For example if I have an image that i use it in my app , I have to create to for various devices resolution , but after that I insert in my project the various image resolution where I have to insert it, in a special folder?.
Can you help me?
You can simply drag your images with different resolutions from finder to the Asset Catalog in Xcode.
First, you need to understand why images with 1x, 2x, and 3x resolutions are needed.
Some devices' screen have denser pixels than others. These devices have what is called "Retina Displays". Imagine that you want to display a 100px by 100px image on a normal display. Now imagine that the same image is displayed on a display where the pixels are more closely packed. Obviously, the image on the second display will appear smaller. That's not a very good user experience.
To solve this problem, you can provide 2x and 3x images. The operating system will automatically choose to use these images whenever the display is a retina display.
Now let's see how you can put the images into Xcode.
First open your asset catalog:
q
Then drag the image that you want to add to this panel:
Then you will see that your image is added:
Now do you see those 1x 2x 3x thingys? That's where you need to drag the images with higher resolutions to!
So here I dragged a 2x image to the 2x slot:
Now when your app runs on a device with retina display, the 2x image will be used!
It's rather not for image resolution but screen's pixel density. Basically you've got non-retina devices (standard) and retina ( 2xstandard and 3xstandard). So, in example if you've got 100x100 point imageView that you would like to feed with image named square.png asset you will need 3 kind of images: square.png (100x100px), square#2x.png (200x200px) and square#3x.png (300x300px).
In Xcode, put these images in something called Asset Catalog - it will handle images' size managing for you.
More info: https://developer.apple.com/library/ios/recipes/xcode_help-image_catalog-1.0/_index.html
I am developping a metro application on w8.
My splash screen image was too little and appeared just in the middle of the screen.
What is requiered is a 620*300 px image so I changed the dimensions of my picture and replace it in the project asset folder without changing the name, I looked in the properties the picture is in fact 620*300 pixels, there isn't any error in appmanifest file but when I launch the program the image size is the same, nothing has changed.
What I have to do?
That is expected behaviour. The image will appear in the center of the screen with the background colour you specify in the manifest surrounding it.