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Re: Launchimages no longer showing the expected sizes of the images in Xcode 8.1?
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Re: Launchimages no longer showing the expected sizes of the images in Xcode 8.1?


  • Subject: Re: Launchimages no longer showing the expected sizes of the images in Xcode 8.1?
  • From: Kyle Sluder <email@hidden>
  • Date: Thu, 01 Dec 2016 00:29:34 -0800

On Nov 26, 2016, at 11:02 AM, Alex Zavatone <email@hidden> wrote:


On Nov 26, 2016, at 12:04 PM, Quincey Morris wrote:

On Nov 26, 2016, at 09:06 , Carl Hoefs <email@hidden> wrote:

Into which xcasset image well does one drop this magical 512x512 image? Every time I've tried using an image even 1 pixel off, Xcode would consider it an error and refuse to build my app. But if this works now, that's great!

I was talking about Mac icons, where there is an actual “512 pt” slot. If you’re talking about iOS, you might have to provide more than one icon, because there are multiple categories of icons, as well as sizes. If you’re only providing one icon in a category, you will have to provide it in a valid size (or 2x or 3x a valid size, depending on the category). If your complaint was that you can’t provide an icon in an *arbitrary* big-enough size and have Xcode scale it to a valid size, then, yes, you can’t do that. Sorry if I gave you false hope.


There's a lot going on here, so I'll give a little more info.  

I was trying to take 4 images and apply them to the required slots within a launchimage image set within an xcassetlib for an iOS app.

WHAT USED TO HAPPEN was that when you selected one of the required slots for each icon, it would tell you the specifics about the image slot you selected AND it would display the expected dimensions (expected size) of the image that was supposed to go there.

This was nice.  This was good.  This told the programmer what the proper size of the image needed to be.

In Xcode 8.1, this is now gone.

Expected size and actual size of the images used is now missing.

This blows with regards to user experience.  It takes an area that used to be straightforwards to use and makes it a pain in the ass.  

The programmer should not have to waste 1/2 an hour getting their launch images to work.  

Dragging 4 images into slots should take well less than a minute - even if the user makes mistakes.

The functionality needs to tell the user what the expected size of the image they need to use is and what the size of the image they are using is.

The subtext under the image slot used to display this information and the inspector panel on the right also used to provide this information.

Hell, even put a red X treatment next to the subtext if there isn't a match.  

It worked before in Xcode7.3.x)  It's a pain in the ass now.  (8.1).

I hope this explains the issue more clearly.

Feel free to file a Radar, but please consider adopting Launch XIBs/Storyboards instead of continuing on with Launch Images.

--Kyle Sluder



The best way to find out what sizes to generate, I think, is the Human Interface Guidelines document, which has a section detailing the required sizes and uses of icons. It always seems to be up to date.


Yeah, BUT the problem is that EVEN IF YOU DO, each image slot that you are trying the drag the images in to no longer shows the user the dimensions of the image they need to put in the slot and the dimensions of the image they are trying to use for that slot.


(I wonder how many people are actually tweaking their lower resolution images.

Some might, er, artistically tweak them, but even if you don’t, it’s probably worth taking the time to generate the lower res ones, just to check what’s going to be used (since you might never see the lowest-res ones used if you have a recent device).
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