ios - xcode 6 asset catalog iphone 6 -


This problem has not yet been answered. When using the property catalog, device specific (not universal), option 1x, 2x, r2x, 3x 1x is unnecessary because it is not retina 2x is well for ip4 with a res 640x960 R2x is well for ip5 with a res 640x1136 IP6plus is well with a race of 3x 1242x2208

Now when I run the simulator for Ip6 (not ip6plus!), It uses 2x image (640x960 resolution for ip4) and also do not increase the fill the screen ( Which is not fit in any way as is not the ratio)

Has anyone got the proper guidance to install background images for the new phone? This does not mean how different size shapes are scaling, it is clear, but how to work around the apparent inequality between the Xset image @ 2x is the shares of IP4 and IP6? Thanks!

Edit: The same question, but not really solved, using a universal instead of device specific, only one solution to any sort of solution is known to a person better?

I've reported a bug about Apple since November 2014 just about it They mark it as no value ... which prints me, Apple has left an additional slot for the iPhone 6 for the purpose. My guess is that they now want to be used for the 2x slot iPhone 6, and maybe they are reducing support for the iPhone 4s as it is getting year.

If you really want the iPhone 4S to keep support, I recommend using the iPhone 6 size images in the 'D2x slot, and then use the following method to load your images. :

  + (UIImage *) loadImageNamed: (NSString *) imageName {CGSize screenSize = [UIScreen main screen] .bounds.size; CGFloat Screenshite = Max (Screen Size. Width, Screen Size. High); CGFloat const ipHONE_4_SCREEN_HEIGHT = 480; UIImage * image = [UIImage imageNamed: imageName]; If (screenHeight == IPHONE_4_SCREEN_HEIGHT) {CGFloat constant X scale = 0.85333333; IPhone 6's 375 points iPhone 4's 320 pc width screen CGFloat constant yScale = .7.19, 64,018 to width screen // X conversion ratio, from iPhone 6 to 667 // y conversion ratio PC height screen iPhone Height of 480 pots of screen CGSize new size = CGSizeMake (Xscill * image Valueth, Yiskel * Imagis. Height); UIGraphicsBeginImageContextWithOptions (new size, no, 0); [Image DrawRect: (CGRTact) {0, 0, New Size}]; UIImage * resizedImage = UIGraphicsGetImageFromCurrentImageContext (); UIGraphicsEndImageContext (); Refunded image; } Return image; }  

For a small iPhone (iPhone 4s), a larger image (iPhone 6) does not lose more quality than the size change, even if the aspect ration is not the same.


Edit:

This Apple connection is the answer to my bug report:

Based on this There are no plans to know the following:

We introduced the size sections in the IB. As such, we want developers to use an XIB with an image view, which is how an image is loaded and displayed. In this event they will have to provide pixel-perfect images at all possible screen sizes, then they have to do something like your suggested work and to determine the specific resources to load themselves.

Now we are closing this report

If you have questions about the resolution, or if it is still an important issue for you, please be aware of that information. Along with update your bug report.

Please regularly announce any new updates to the new Applet which may affect this problem.


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