I've been slicing images from a PSD for an app and the design team is saying that the slices look fuzzy on ipad.
The design I'm slicing from is 2048 by 1536. The team says I need to double the size of the resources when saving. This would size them relative to a 4096 x 3072 pixel PSD.
That's #4x screen resolution.
Does' iPad3 really support #4x resolution? I thought retina was only 2x...
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I'm trying to test an application for the Apple TV 4k. In order to test it the best possible way, I want to scale the simulator to be 'pixel accurate.'
For some reason Apple TV 4k simulator does not resize to the real Pixel accurate size. The iPhone X however does scale to the correct size.
I did scale to Pixel accurate or cmd+2
Does anyone have the same problem, and how can I scale the Apple TV 4k to the Pixel accurate size.
i'm using XCode Version 9.1 beta (9B46)
After reading posts on this site and others, I am uncertain what pixel width I should make for a background cover image. For retina devices it is recommended to create a background image x2 the size if for a non-retina device.
I want to create a background image that will cover the entire screen but this would make a retina device image 2560 x 1760 and non-retina 1920 x 1200 if accommodating large monitors.
Is this too big?
I can't keep the jpeg image file size down to 276KB and that is with the most compression I can apply without destroying the image quality
Well your question is very interesting. To address your comment about what pixel width you should design your background image for. The size of a screen for a laptop, or desktop can vary. So you'll never exactly be able to make a single "universal" image for all backgrounds. Generally diagonal display in inches decides the amount of pixels. My screen is quite large, roughly the biggest size commercially purchased by public. Which is of course 1600 x 900 pixel, 17.3" diagonal display. I wouldn't recommend designing images for any display larger because those displays are custom and more for people who do things like graphic design themselves. Visit http://nodejs.org/logos/ If you scroll down to the computer display, you can see a list of pixel ratios that nodejs designs its logos for. These are very mainstream and popular display sizes. I would recommend you do the same and use those. Hope this answer helped.
Edit: nodejs builds for quality up to 2560 x 1440. If the size of the files doesn't matter. You should easily be able to build for sizes this large. Hope this helped.
With the new screen resolution and aspect ratio of iPhone 5 it seems there are two approaches to take advantage of the new screen real estate when handling images that are full screen (or mostly full screen) images:
Include two images bg#2x.png and bg-h568#2x.png and check the device's main screen bounds to figure out which to load.
Only include the one file but make it the full iPhone 5 resolution
(There are other methods also: stretching, tiling, and / or drawing with Quartz.)
Both of these options have drawbacks:
Including two files is going to increase your app's bundle size
Loading a iPhone 5 retina image on a 4 will clip the image data when displayed on screen, but will still consume the same amount of memory resources
I am particularly interested in understanding the details of the second drawback better.
I am thinking it would save the app bundle (and my designer) if I could use this consolidating images idea further...
Let's say I have an image that take up 320pt x 480pt in portrait and 480pt x 320pt in landscape (width x height).
(EDIT: Initially I hadn't considered a couple of other important tidbits. For sake of completeness, I'm including those thoughts here)
If we create a single image file at a 480pt x 480pt resolution instead of landscape and portrait files, it would prevent the app bundle from having two files that which each contain 320pt x 320pt area of duplicate image data. However, this large square image would include four 80pt x 80pt quadrants in the corners that won't be seen. All things equal, we should still have 20% less image data in the app bundle.
Having re-read Bill's "iBooks Author Experiment", the memory requirements are very easy to figure out:
Landscape or Portrait: 640 * 960 * 4 = 2,457,600
Large Square: 960 * 960 * 4 = 3,686,400
The memory required to load the large square is 50% more then loading the image sized correctly for the screen. Clearly the savings in the app bundle don't measure up to this hit on resources!
But, what about extending this to a giant square that would encompass iPhone 5 and iPhone 4 - 568pt x 568pt? Instead of four files (iP4 landscape, iP4 portrait, iP5 landscape, iP5 portrait), there would be only one file in the app bundle (giant square). The savings could be about 60%.
What about the resources hit?
iPhone 5 Landscape or Portrait: 1136 * 640 * 4 = 2,908,160
Giant Square: 1136 * 1136 * 4 = 5,161,984
That's 110% more memory for iPhone 4, and 77.5% more memory for iPhone 5.
My original question was roughly two parts: 1. Do I understand this correctly and 2. is this tradeoff a wise one to make.
I hope my edits (spurred by Bill's answer) show that I do understand this stuff now. And, if the new found knowledge is correct, then #2 pretty much answers itself. :-)
Generally you get it.
Assuming that you have the big square image and it's some kind of tiled pattern (linen etc) then you could use ImageIO to load the cropped image at the size you need which would use some extra memory decompressing the image but once done it would consume only what is needed to fill the background.
I would suggest against scaling the image.
On the flip side though, shipping an app with 3 images (foo, foo#2x and foo-h568#2x) instead of 1 makes way more sense. The only way I'd say you should go with one image is if you are close to the 3G/LTE download size of (I think) 50MB.
I build an app for Tablets and used some of the pictures from SD card and some from drawable folder.
The thing is if i use images from from SD and show them in my app i can use image with original screen resolution/size to display the on full screen (1280x720) but when i use same image from drawable folder i have to enlarge it 1.5 time bigger to show on full screen (1920x1080). This is not a big issue just curious why is that.
Repost of an earlier comment, but now as answer (as requested):
This sounds as a typical issue related to the different dpi options. The four generalized densities, lpi, mdpi, hdpi and xhdpi have 3:4:6:8 scaling ratios, with mdpi being the baseline. It sounds like your tablet has an hdpi density, which could explain the 1.5 multiplication factor, since 6/4=1.5.
For more details, read the Supporting Multiple Screens article.
Screen resolution has increased in iphone OS4. Since lot of UI stuff have hardcoded co-ordinates, will my app run properly on OS4? I still haven't got Snow Leopard, so cant test run the simulator for OS4.
It is publicly known that the number of points vs pixels is 2:1 so point 320 has 640 pixels in hi-res and 320 pixels in low-res. Low resolution images will be somewhat jaggy, but their positioning on the screen would remain the same.