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?
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I'm following a tutorial which indicates I should select iPhone 8 from the View As panel to change the size of the view controller in Storyboard.
iPhone 8 is not appearing. However it does appear in the list of devices that I can actually run in the Simulator. I'm running Xcode 11.5. Any thoughts?
I'm speculating here, but since Apple discontinued the 8/8+ and the second generation iPhone SE has the same screen size as the 8 (4.7 inches), they most likely dropped it from Xcode. The 8 Plus still has a unique screen size in the iPhone line-up. You can use the SE gen 2 in place of the 8 for storyboard layout.
I would like to have a window scale of 1 (no retina display), on the simulator for example.
[UIScreen mainScreen].scale
In other words, this should return 1.
Is it possible?
You would need to select a simulated device that has a scale of 1. This includes the iPad 2 and the original iPad, the original iPhone, iPhone 3G and 3GS, and the first three iPod touches. All other iOS devices have a scale of 2 or 3.
Of those, the iPad 2 supported up through iOS 9.3.5 which you can still support in an iOS app with Xcode 10. So set your app's Deployment Target to iOS 9.3 or earlier and run it with the iPad 2 simulator.
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.
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.
i just opened my existing projects created with Xcode 5 for iOS 7.2.1 in the new Xcode 6 and executed these app on the new iPhone 6 Plus.
The Apps worked so far (except for some corrections due to the Location Manager etc.).
But the Apps view is just scaled to the larger screen. It´s not the native resolution of the 6 Plus.
When i create a new project and add some frame work UI elements like a Button or a TableView, then the native (new) resolution is used.
Which kind of settings has to be changed now to adapt the Storyboards in the existing Apps for the new 6 and 6 Plus screen sizes?
Kind regards
Edit:
I think i found the solution here:
iPhone 6 Plus resolution confusion: Xcode or Apple's website? for development
This is the hint:
Note: Upload LaunchImages otherwise the App will run scaled and not show correct scaling, or screen sizes. In scaling mode the nativeScale and scale will not be the same.