I am about to submit my app in iTunes connect.
Now it is asking me for screenshots for a 3.5-inch, 4-inch, 4.7-inch and 5.5-inch.
Since I coded it in swift I guess I can skip the 3.5inch part?
But my question is: I only have an 4-inch device available. How can I add the screenshots of the 4.7 and 6inch? maybe with the simulator?
Thank you
In the iOS Simulator File > Screenshot
That saves a screenshot to your desktop.
Simulator should be fine. You can edit it using Sketch, I found it really helpful.
I tried a few different methods, and what worked best for me in a short amount of time was to capture screenshots in the iOS Simulator at 100% scale and then resize them using GIMP, which is free unlike Sketch.
If you're in the business of creating screenshots for many devices, across locales or with frequent screenshot update needs it's best to look into automation with tool like Snapshot.
Related
Using Xcode 6.3.1 I needed to simulate sizes to make the app compatible with older devices, I went to menu just to find that I can't select different screen sizes.
What am I missing?
EDIT
Another project, this time using size classes:
This option makes the entire storyboard use a specific screen size so I can see what is happening at design time
Maybe this is intended? To make people use size classes?
So, after some time (almost a year) I still haven't found a solution. The new preview is supposed to replace the old "Simulated Screen".
This is how you enable it:
And this is how you add any number of devices side-by-side:
The reason they added this is because you can now see many resolutions at the same time and see better what you build and how it will look in the various devices available.
I don't agree with that, I still miss the "Simulated Screen". I think it was a better solution, but they removed. We have to deal with it.
Before this turns into a race to see who gets the bounty I'm going to close this.
#mcatach : Thats not the point. Xcode before 6.3.1 allowed you to see your storyboard in the interface builder with the device size you wanted. So we could use size classes and see in a particular resolution how it should look.
#aman.sood : This wont do. Changing the development target will not do anything to the interface builder, only remove size classes on older targets. Preview helps, but could be better. Using actual device is required to publish but it's not a solution to see different resolutions, that would mean you need at least 6 devices (7 with iPad mini).
Couple of things you can do
Use Xcode by setting active schema for different devices like iPhone 4,iPhone 6s etc. But these drop down option will be available as per your deployment target settings selection
Second option is to use Preview in Xcode. That will provide you with different configuration without running your app. Check out this video for more details.
And last is to use actual device which only one uses when there is device specific issue.
When you're using size classes you will not see specific resolutions sizes. You need to design your screens based on global sizes (Compact/Regular/Any). You can use Any to fit any possible height/width.
So, my advice is to decide if you want to support iPhone and/or iPad, and then start to draw your screens.
Microsoft declined to submit my application because I took a screen shot of the game which included the actual emulator.
Looking at this answer, the person says that I should us the snipping tool when I have made the phone emulator at 100%. And indeed, the snipping tools spits out an image of that screen at exactly 480x800 which is exactly what Microsoft wants. However, whenever I use the snipping tool, there is still the top black border of the WP7 remaining. I've looked at a few images on the Marketplace and other applications have it as well...I think. Some don't. Can anyone advice me on this please? How I can avoid getting penalised...again.
Will this suffice?
If you update to the Windows Phone 7.1 SDK and Emulator, the new emulator has a built-in screenshot function to take screenshots without these issues.
I have never had my app rejected due to a screenshot taken from the emulator, I can't say you wont have issues, but assuming everything else in your screenshot checks out; the images from the emulator are the correct size and should be approved.
I know that we can take screen shot of an App during runtime. In iOS we can use UIGraphicsBeginImageContext to get the screen shot. We can also do the same in Android.
But is it possible with Blackberry and Windows 7 Mobile OS?
A simple search for "blackberry screenshot" on stackoverflow returned this pretty straightforward answer:
Taking screenshot of the current screen in BlackBerry
And a search for "windows-phone screenshot" yields this:
Windows Phone 7 - Capture Screen
If what you need is for capture a screenshot of your own Windows Phone app, then this post from Jeff Wilcox will come in handy!
It looks like there is a function for that in Display. Check out the SDK reference.
There are a couple of Homebrew tools you can use to take screenshots on WP7 here and here however you wont be able to use these programatically. You can also something along the lines of Mark Artega or Jeff Wilcox
There is no Silverlight VisualBrush support for WP7 and no global Screenshot functionality on WP7 Mango, but writablebitmap.
There is a very usefull way by using default Microsoft Emulator integrated WP7 Screenshot Tool
or use third party methods.
If you are familar with XNA Framework, there you can access to the screen. Using Multithreading, you can do your screenshots that way. If never used the last app because I feel fine using Microsofts Emulator Screenshot button to save my png images.
After you can stitch it together using different ways.
Is it possible to set a min width for an OSX window to 320px?
The default min width in Safari is greater than this which makes it difficult to program with media queries and replicate on OSX. Please see my screenshot, which will make things clearer.
Incidentally if you are going to post techy answers (I assume someone will) please bear in mind I have no experience with backend code, the most I know is CSS / PHP / JS.
I don't mind getting my hands dirty, but the instructions need to be verbose :-)
Taken from This Link - worked for me in both chrome and safari on OS X
var location = 'http://www.my-app-address.com'
javascript:open(location,'iPhone:portrait','innerWidth='+(320+15)+',innerHeight='+(480+15)+',scrollbars=yes');
and for landscape:
javascript:open(location,'iPhone:landscape','innerWidth='+(480+15)+',innerHeight='+(320+15)+',scrollbars=yes');
In Safari, you can install an extension called 'Resizer' and you have the option of putting in custom sizes.
The funny thing is, once you use Resizer to change the window size, it can then be resized by hand to any size you want. It is almost like using Resizer unlocks the window.
I've created a chrome extension,OSX Resizer, that makes a 320px pop-up of the current window.
Basically the same as Rubinsh's solution, but code free.
The Resizer extension that drummin mentions does not provide this behavior for me.
This can be emulated through Chrome Dev Tools now.
Open Inspector, click the gear on the bottom right, and goto the 'Overrides' tab.
You can even spoof your user agent :)
If your goal is to see how sites will look on an iPhone, you can always download Xcode for free from the Mac App Store, which includes the iOS Simulator.
Alternatively, if you have an iPhone (I assume you do if you're developing sites for it), iOS 6 includes a remote debugging feature that lets you use the Web Inspector on your Mac to inspect and edit a site loaded on your iPhone.
I would like an iPhone simulator for Windows. Something similar to this one here:
http://css-tricks.com/video-screencasts/38-basics-tips-on-designing-for-the-iphone/
Note, this is NOT to test iPhone Apps... but rather, to test websites. I know I could just use a browser, but I was hoping for something with a bit more functionality ( specific to the touch interface ) that I could test some web pages on.
I've seen the beta project here: http://labs.blackbaud.com/NetCommunity/article?artid=662
Is this the best option at the moment? The article was from last year, that's why I ask.
Just to add additional information to this post:
found another one for both iphone and ipad: http://code.google.com/p/ibbdemo2/downloads/detail?name=iBBDemo2.air&can=4&q=
Google Chrome now has the ability to "Toggle Device Mode" by clicking the Phone icon in Dev Tools. This gives you a more touch-specific interface than just using the browser, allows you to throttle data, etc...
From here, you can choose the device:
You can do it all online, without a simulator:
http://iphonetester.com/
Keep in mind, it's not a real test on an iPhone, but if you use it with Safari or Chrome for Windows, you'll come really close to how it'll look on an iPhone.
UPDATE: iphonetester.com no longer exists.
That's the best I found: http://iphone4simulator.com/
There is a commercial successor to iBBDemo2 that's available for $40 - http://www.electricplum.com/studio.aspx