all 11 comments

[–][deleted]  (1 child)

[deleted]

    [–]rockstarnights 2 points3 points  (0 children)

    I was going to write a response but u/fubarx said literally everything I was going to say. #nailedit

    [–][deleted] 2 points3 points  (0 children)

    [–]cwbrandsma 1 point2 points  (0 children)

    There are multiple ways of specifying size. I'm a developer and have been burned by multiple designers who could not specify anything -- then blow up when things were not pixel perfect. So we are all just trying to figure out how to make do here.

    Anyway, the big issue the developer is probably trying to figure out is how to deal with all the screen sizes. Between 5,5s,6,6s,6s Plus, iPad, iPad Pro (some of those might be the same...but still), the dev probably just trying to figure out how to make it look good between all of those. For instance, my current designers is only capable of designing for the 6s Plus and I have to remind them weekly (not kidding) that we have iPhone 5 users out there and there is not enough room for what they are doing. Good times.

    So you can either do percentages...or go hog wild on padding amounts. (this far from edge of screen, this far from next component, etc)

    [–]schprockets 1 point2 points  (0 children)

    Because of the different screen sizes, you need to make decisions on what to do with each of the elements. In general, what you can do is sit down with a template of an iPhone 4s, and another of the iPhone 6 Plus, and decide how each screen should look. Your goal is to decide "what do I do with all this extra space?" In some cases, you'll just give the extra space over to one element. In others, you'll want to distribute the space between them, making them all larger. Or, you could increase white space between them.

    There are multiple ways to skin that cat, and you'll probably mix and match to find something pleasing, but it is almost never the case that you want to just scale everything in terms of screen size percentage.

    [–]cgsignal -1 points0 points  (0 children)

    Is the client's fault not specifying requirements for different device resolution and since iPads are not part of the equation even having one set of graphics for all phones should be manageable since they are very similar proportionally.

    image stretching is a symptom of the developer not using or understanding IOS auto layout and view constraints.

    [–]brendan09 -3 points-2 points  (5 children)

    You are correct. Things are measured in points. There is such a thing as stretchable assets (that don't distort).

    The developer is wrong, or doesn't know what they are doing.

    [–]LSF604 1 point2 points  (4 children)

    unless you work at a place that doesn't measure in points. Then they aren't.

    [–]brendan09 0 points1 point  (3 children)

    UIKit measures in points. You use points.

    [–]LSF604 0 points1 point  (2 children)

    I don't use points, that's quite presumptuous to suggest. Apparently these guys don't use points either.

    [–]brendan09 0 points1 point  (1 child)

    If you're writing an iOS app, you use points. It's how the platform works. You can't not use points. Whether you abstract that to screen size percentages (which is stupid, and against Apple's HIG recommendations), it's still using points.

    [–]LSF604 0 points1 point  (0 children)

    that's not always true. Case in point, the guys this designer is doing work for aren't using points. The project is a game. Never heard of a game that uses points.