retina-display

Slows down the iPad retina simulator 6.0

孤街醉人 提交于 2020-01-02 21:01:12
问题 I have a game made in cocos2d for iPhone, I've adapted for iPad and works well if not retina. When I run my game in the retina iPad simulator, the game is very slow, the images of the characters take a lot to load. Why does this happen? Is the problem the simulator? Am I missing a line of code to run normal? The code is exactly the iPhone and iPhone is great. 回答1: The simulator can have a very different performance profile than a device—in this case your computer’s graphics card might just be

Images for retina display iphone

删除回忆录丶 提交于 2020-01-01 04:26:08
问题 I have an working application which i have tested in my ipod touch. Everything works pretty fine. My tabbar icons and splash screen images are in a separate folder in my Resources folder Resources->images Now, I know for iPhone4 i need to use 2x images. My question is for support for iPhone4 all that i need to do is add 2x images in my images folder. For example if my splashscreen image is Default.png , I should add my 2x image as Default@2x.png in my images folder and iphone will use it

iOS7 App Submission - with only 2x (retina) images?

帅比萌擦擦* 提交于 2019-12-31 01:59:07
问题 I'm currently developing an application for iPhone with iOS7, only. From what I read, for iPhone with iOS7, there is no support for older devices than iPhone4. If that's the case, when it comes to images, all I need is retina images (@2x). Can I submit to the App Store, an app with only retina images, since the app's minimal requirement is retina devices ? Thank you. 回答1: Possible duplicate of Can I dump my non-Retina Images for a iOS7 only app? Anyway, as long as I know you don't need @2x

How to find real display density (DPI) from Java code?

此生再无相见时 提交于 2019-12-29 09:05:48
问题 I'm going to do some low-level rendering stuff, but I need to know real display DPI for making everything of correct size. I've found one way to do this: java.awt.Toolkit.getDefaultToolkit().getScreenResolution() — but it returns incorrect result on OS X with "retina" display, it's 1/2 of the real DPI. (In my case it should be 220, but it's 110) So either some other, more correct API must be available, or alternatively I need to implement a hack just for OS X — somehow find if the current

Different Launch Screen Image or Background Image Sizes for iOS devices

不想你离开。 提交于 2019-12-28 07:09:53
问题 I read some of those website links that explain about exporting different image sizes for iOS device. But I don't really understand of those explaining. (May be I am not good at in English language.) I found these dimension for launch screen. Please let me clarify my understanding to you guys. So, when I create an image, I must create a larger size(@3x) firstly and should export that image into smaller sizes (@2x, @1x). Am I right? For example, I create 1242x2208px (3x) image and scale to 2x

iOS simulator scaled bug

不想你离开。 提交于 2019-12-28 06:27:22
问题 Today morning I build and run my xcode project. When simulator launched I saw this: The screen is scaled , I see only 1/4 part, other 3/4 parts are hidden . Did anybody faced with same problem? The issue happens in xCode6, Xcode5 , also in AppCode . I tried to Clean project, switched to iPhone5 screen , iPad , the same problem. Also, this happens with my other iOS projects. 回答1: Finally, I got the reason why this bug appears at work and not at home :) Because at work I don't have external

iOS simulator scaled bug

佐手、 提交于 2019-12-28 06:27:08
问题 Today morning I build and run my xcode project. When simulator launched I saw this: The screen is scaled , I see only 1/4 part, other 3/4 parts are hidden . Did anybody faced with same problem? The issue happens in xCode6, Xcode5 , also in AppCode . I tried to Clean project, switched to iPhone5 screen , iPad , the same problem. Also, this happens with my other iOS projects. 回答1: Finally, I got the reason why this bug appears at work and not at home :) Because at work I don't have external

Nesting Media Queries

二次信任 提交于 2019-12-28 06:17:10
问题 By default I want to give my body element a green border. On a device that supports retina display I want to check for size first. On an ipad I want to give my body a red border and on an iphone I want to give it a blue border. But nesting media queries like so doesn't work: body { border: 1px solid green; } @media (-webkit-min-device-pixel-ratio: 2), (min-resolution: 192dpi) { @media (max-width: 768px) and (min-width: 320px) { body { border: 1px solid red; } } @media (max-width: 320px) {

can't display 640x1136 image on iphone5

怎甘沉沦 提交于 2019-12-25 05:19:07
问题 I've added a Default-568h@2x.png launch image to my app. The app needs to display a second launch image after the "real" launch image. Because the UIImage imageNamed: method doesn't automatically load the taller image the way it automatically loads retina images, I've added some code to detect the screen size and display the correct image: -(void)pickRightImage { CGSize result = [[UIScreen mainScreen] bounds].size; UIImageView *imgv = [self loadingImage]; UIImage *img; if(result.height == 480

Images for Retina display

烂漫一生 提交于 2019-12-25 04:58:16
问题 If i want my application to be compatible with the Retina display, am i obliged to recreate all my images by doubling their sizes? even the icon? 回答1: You're not obligated, it just will look very pixelated if you don't. As for the icon, I believe you are obligated to provide multiple sizes when submitting to the AppStore. 回答2: if you will not use high resolution images your images will look pixelated/blurr.So better to use high res images as well.Some Key points are: Displaying graphics