iphone-6

iPhone 6 and 6 Plus Responsive Breakpoints [duplicate]

有些话、适合烂在心里 提交于 2019-12-17 17:31:07
问题 This question already has answers here : iPhone 6 and 6 Plus Media Queries (7 answers) Closed 5 years ago . According to Apple's site: The iPhone 6 has 1334-by-750-pixel resolution at 326 ppi with 1400:1 contrast ratio (typical) The iPhone 6+ has 1920-by-1080-pixel resolution at 401 ppi with 1300:1 contrast ratio (typical) However, what would the CSS media query responsive breakpoints be for each? (portrait and landscape) I don't fully understand how to test the retina screen sizes using the

iPhone 6 (Plus) screen size

情到浓时终转凉″ 提交于 2019-12-17 16:06:09
问题 There were many articles written and questions asked about iPhone 6 and iPhone 6 Plus screen sizes. This article provides a great explanation. However, I am confused when testing my app in the simulator. I have the following code in AppDelegate . - (BOOL) application: (UIApplication *) application didFinishLaunchingWithOptions: (NSDictionary *) launchOptions { UIScreen *screen = [UIScreen mainScreen]; NSLog(@"Screen width %.0f px, height %.0f px, scale %.1fx", (double) screen.bounds.size

Still not optimized for iPhone 6 and iPhone 6 Plus

蓝咒 提交于 2019-12-17 15:34:51
问题 I have an app that just went live and it's still not saying "Optimized for iPhone 6 and iPhone 6 Plus" I added launch screens and app icons in required resolutions. Adjusted all inner screen to fit with the new iPhone screens. Added screenshots for 4.7 and 5.5 inches devices on iTunes Connect. What am I missing now? 回答1: After few additional adjustments made, I had re-submitted the app few days ago. Now it's live and optimized for iPhone 6 and iPhone 6 Plus! Here are the steps I made: Added

How to disable iPhone 6 native resolution?

北城余情 提交于 2019-12-17 12:05:38
问题 I have several games made with Cocos2d-iphone. All of them are old projects created with Xcode 4 or 5. All games scale fine on the new iPhone 6 and 6 Plus except one that seems to avoid the scaling mode and is running on native iPhone 6/6 Plus resolution. The project does not contain Launch images with the resolutions that seem to disable the scaling mode as explained here Is there anything else that unlocks the native resolutions? I want the game to run in scaling mode for now until the HD

How to disable iPhone 6 native resolution?

二次信任 提交于 2019-12-17 12:05:37
问题 I have several games made with Cocos2d-iphone. All of them are old projects created with Xcode 4 or 5. All games scale fine on the new iPhone 6 and 6 Plus except one that seems to avoid the scaling mode and is running on native iPhone 6/6 Plus resolution. The project does not contain Launch images with the resolutions that seem to disable the scaling mode as explained here Is there anything else that unlocks the native resolutions? I want the game to run in scaling mode for now until the HD

How to disable iPhone 6 native resolution?

六月ゝ 毕业季﹏ 提交于 2019-12-17 12:04:31
问题 I have several games made with Cocos2d-iphone. All of them are old projects created with Xcode 4 or 5. All games scale fine on the new iPhone 6 and 6 Plus except one that seems to avoid the scaling mode and is running on native iPhone 6/6 Plus resolution. The project does not contain Launch images with the resolutions that seem to disable the scaling mode as explained here Is there anything else that unlocks the native resolutions? I want the game to run in scaling mode for now until the HD

How do I specify fullscreen background images in Xcode so redundant images aren't installed to devices?

故事扮演 提交于 2019-12-13 05:16:57
问题 I am developing an ObjC iPhone app in Xcode 6, targeting iOS 7 as the minimum version. I have fullscreen background images for the main UIViewController instance in my app. The app uses four visual themes, and each background now comes in three sizes. To support 4", 4.7", and 5.5" screens, the image widths are 640, 750, and 1242 pixels respectively. In my project, I choose a specific image based on the result of [[UIScreen mainScreen] nativeBounds] to get the background image corresponding to

UIImageView height on iPhone 6 and iPhone 6 Plus Zoomed display mode

好久不见. 提交于 2019-12-13 05:14:22
问题 I have a UIImageView *backgroundImageView in my ViewController and call in my viewDidLoad [self.backgroundImageView sizeToFit] I found that on the iPhone 6 the height changes from 667 (Normal display) to 558 (Zoomed display) However on the iPhone 6 Plus the height remains the same at 736 for both. Is this expected? 回答1: Try it. Here Given code based on your current screen height. float img = frame.size.height / frame.size.width; frame.size.width = [[UIScreen mainScreen] bounds].size.width;

How to support app for iphone 6 and iphone 6++

醉酒当歌 提交于 2019-12-13 04:59:34
问题 my app is live on itune appstore but its showing that it is compatible upto iphone 5/5S. But i had tested the app on iphone 6 and 6++ simulators and it is working fine. What i have to do so that it should show that this app is compatible with iphone 6 and 6++ Thanks 回答1: In order to support iPhone 6 and iPhone 6 Plus compatibility, either you need to use a LaunchScreen file or simply add Launch images for 6/6Plus. Now when you try to run the app, it will automatically detect screen size and

Sprite Kit art assets naming convention

不打扰是莪最后的温柔 提交于 2019-12-13 04:57:46
问题 Making my 1st Sprite Kit game & almost finished it. Just getting my images finalized. Problem is, with the addition of iPhone 6 & 6 Plus, I am having issues figuring out how to name my game assets. For instance, one of my several background images is called "1MBack.png". Sometimes people write "Default–568h@2x.png" and I try to figure out if I need the "Default–568h" part in my game asset names. The naming convention I used for my art is as following: << 1x (iPhone 2G, 3G, 3GS) = 1MBack.png >