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Not to mention having a wider screen in portrait would make typing easier. 4" 960x640 would be the best for both users and developers. Of which I am both.

Uhh, no. Same resolution with bigger pixels? That would have been pointless and bad for everybody.
 
GiraffeHack.jpg


Here's another tip:

If you copy the entire "iPhone (Retina).deviceinfo" directory to another name, ie "iPhone (Tall).deviceinfo" you can set it up to easily switch between the standard and tall modes.

You just have to change the "displayName" and "Executable File" properties to match whatever you renamed the .deviceinfo to.
 
Making the screen taller and not preserving the old resolution and aspect ratio is only one thing: retarded.

I cannot wait to enjoy stretched out games or black bars. /S

This isn't too bad:

Yes, an aspect change is usually bad thing, but keep in mind the aspect they are moving too is the (more) standard 16:9, which is what pretty much everything will be moving to.

Basically - a bitter pill that needs to be swallowed. We may have ~5 years of apps that need a bandaid, but the 16:9 may be something that they stay with for well over 5 (or 10) years to come.
 
Has anyone tried it with any other resolutions, like:

1312x640 (double the 960-to-1136-pixel stretch), or
1280x720 (720p), or
794x1136 (add both one column and one row to springboard*), or
any larger 3x2 resolutions (800x1200, say), or
whatever?

*- Note: I just discovered something I didn't know about iOS. It may be old news, but it's new to me:
The spacing of the columns in springboard is not even. The icons are all 114 pixels wide, but the gaps between them are not equal. It goes like:
| 34 px | 114px icon | 38 px | 114px icon | 40 px | 114px icon | 38 px | 114px icon | 34 px |

So my guess about adding another column assumes:
| 34 px | 114px icon | 38 px | 114px icon | 40 px | 114px icon | 40 px | 114px icon | 38 px | 114px icon | 34 px |

That's how I got the 794px number, but of course Apple could monkey with the spacing a little to get it to fit a slightly larger or smaller display.

None of those, but someone else in the other thread suggested 2272 (1136*2)x640, so I tried that:
https://forums.macrumors.com/posts/15424704/

Edit:
Just tried your 794x1136, that didn't turn out so well. The whole display is skewed.
800x1200 defaults to the iPad simulator, so no that's out.
 
I'm stuck not having access to the same library of apps running natively. How is less native apps a good thing? On my iPad, it sucks that there's a bunch of iPhone apps and games that I can use, but poorly. Now on an iPhone I have to use crappy "old iPhone apps" ? So we have non-retina apps, retina apps, iPad apps, retina iPad apps, and now "tall iPhone" apps? So are we gonna get a separate section on the app store for the new device? iPhone, Tall iPhone, and iPad sections? Lol.

Not to mention developers have to deal with another aspect ratio / resolution. Which is doable, but it's extra unnecessary work.

Anyways. We'll see how they really handle this new device. But as soon as I heard it was only taller I was like *facepalm*.

Not to mention having a wider screen in portrait would make typing easier. 4" 960x640 would be the best for both users and developers. Of which I am both.

Yes, but there are now iPad apps for most anything you could ever need. My point is, the resolution change will be irritating at first, but things will get better pretty quickly after launch.

The transition from 960x640 to 1136x640 will be much smoother than the transition from 480x320 to 1024x768 was. Most apps will need only minor changes, and even the apps that require a bit of reworking (like games) only have to worry about a few extra pixels in one direction- unlike the iPad, which drastically stretched everything. To put it in perspective, the new iPhone will only be adding 88 points (568 as opposed to 480) in one direction, and it's still the same old 320 points in the other direction. I'm sure it's still a pain for developers, but it could be worse.

Regarding a 4" 960x640 display- Apple would rather not lower the PPI of the display, so that is out of the question.
 
None of those, but someone else in the other thread suggested 2272 (1136*2)x640, so I tried that:
https://forums.macrumors.com/posts/15424704/

Edit:
Just tried your 794x1136, that didn't turn out so well. The whole display is skewed.
800x1200 defaults to the iPad simulator, so no that's out.

Has anyone tried it with any other resolutions, like:

1312x640 (double the 960-to-1136-pixel stretch), ...

I've just also tried that one, 1312x640, and it also gives the same affect as the 1136x640.
All this is on 5.1 simulator btw, I'll try 6.0 when I get home and download it, to see if it gives an extra (or more) row(s) of icons.
 
How do we know 1136x640 is the resolution they're going for? Wouldn't it make more sense to have it 1280x720? They could call it iPhone HD :)

No point. The iPhone already has a Retina display, so adding more pixels would make no visible difference at a normal viewing distance unless they made the display considerably bigger; e.g. 4.5" or 5". It would undoubtedly push the price up though, so it's not really worth it despite being a more suitable resolution for HD video.

Of course, Apple could always choose to release a larger screen iPhone at a later date with a 1280x720 display, but for now they want to keep the size to something you can comfortably use in one hand. It's all about the thumb-span! ;)
 
I've just also tried that one, 1312x640, and it also gives the same affect as the 1136x640.
All this is on 5.1 simulator btw, I'll try 6.0 when I get home and download it, to see if it gives an extra (or more) row(s) of icons.

Thanks r-m! Will be interesting to hear what you find with 6.0....
 
Preserving the old resolution and aspect ratio would've been worse. It would just be lowering the PPI. I bet they will widen the phone slightly in 2014 and not make it any taller.

I'm not so sure about that. The limiting factor for the width of the iPhone is the distance you can comfortably span with one thumb when using the phone with one hand. A wider iPhone would therefore be considerably less easy to use – something that Apple is unlikely to do.

More likely, I think, is that the black bars at the sides of the display will eventually disappear completely so that the screen takes up the entire width of the phone, but then that creates problems with unintentional screen presses at the sides of the phone. If Apple could solve that issue, they could extend the iPhone's display size to about 4.5" with Full HD (i.e. 1280x720) resolution at the same pixel density.
 
Has anyone tried it with any other resolutions, like:

1312x640 (double the 960-to-1136-pixel stretch), or
1280x720 (720p), or
794x1136 (add both one column and one row to springboard*), or
any larger 3x2 resolutions (800x1200, say), or
whatever?

*- Note: I just discovered something I didn't know about iOS. It may be old news, but it's new to me:
The spacing of the columns in springboard is not even. The icons are all 114 pixels wide, but the gaps between them are not equal. It goes like:
| 34 px | 114px icon | 38 px | 114px icon | 40 px | 114px icon | 38 px | 114px icon | 34 px |

So my guess about adding another column assumes:
| 34 px | 114px icon | 38 px | 114px icon | 40 px | 114px icon | 40 px | 114px icon | 38 px | 114px icon | 34 px |

That's how I got the 794px number, but of course Apple could monkey with the spacing a little to get it to fit a slightly larger or smaller display.

On iOS 6:
1312x640
1280x720
1136x794
On all of them, icons space out, iPad style. Apps have the "2x" button (but can't be pressed). None of them have the "perfect" grid layout of apps.

I also tried doubling the height, to 2272, but that does the same as those 3 above.
 
Image

Here's another tip:

If you copy the entire "iPhone (Retina).deviceinfo" directory to another name, ie "iPhone (Tall).deviceinfo" you can set it up to easily switch between the standard and tall modes.

You just have to change the "displayName" and "Executable File" properties to match whatever you renamed the .deviceinfo to.

Thanks! That really makes things very easy to test :)

I've now updated my app to leverage the extra space on the screen. Turned out to be pretty easy since I already do all the iPhone vs. iPad layout dynamically and/or via auto-layouts. Mainly had to fix a few inconsistencies and add a new "iPhone5" subview to leverage the extra space.

Assuming Apple indeed launches a new device with a 'taller' screensize, my main question would be if and how they will handle backwards compatibility?

At the moment I'm just checking a combination of UI_USER_INTERFACE_IDIOM and view.bounds to dynamically layout views. But it looks like any app that makes assumptions on the 320x640 bounds and/or have incorrect auto-layouts will however run into trouble on a taller screen (mine did..).

My guess would be that apps would have a to add a .plist flag with supported resolution(s) so iOS can "emulate" the legacy screen size for older apps.

Any ideas/insight on this?
 
Assuming Apple indeed launches a new device with a 'taller' screensize, my main question would be if and how they will handle backwards compatibility?

At the moment I'm just checking a combination of UI_USER_INTERFACE_IDIOM and view.bounds to dynamically layout views. But it looks like any app that makes assumptions on the 320x640 bounds and/or have incorrect auto-layouts will however run into trouble on a taller screen (mine did..).

In my app (consisting of 10+ views, mostly UITableView based, some of them fairly complex and with plenty of customization), I only had 2 minor issues to fix.

In one view I didn't have an autosizing mask set correctly, so it was leaving black gaps between subviews rather than expanding them to fit the extra space.

In the other, I had hardcoded the y-coordinate of a subview to 480 so that it would slide onto the screen from the bottom using CA. Had to tweak that to use the actual screen size.

Things may have been slightly trickier if my app supported interface rotation. In general, though, I think most well-written apps using UIKit should have only need minor tweaks/fixes to support the "iPhone tall".
 
Last edited:
On iOS 6:
1312x640
1280x720
1136x794
On all of them, icons space out, iPad style. Apps have the "2x" button (but can't be pressed). None of them have the "perfect" grid layout of apps.

I also tried doubling the height, to 2272, but that does the same as those 3 above.
could you try 1440x960 and 1080x720 ?
 
Correct frame image

For those who would like a frame that fits the screen size i have made one that should work if you would like to use it. it isnt perfect but it should work.

2qvv2tv.png
 
In general, though, I think most well-written apps using UIKit should have only need minor tweaks/fixes to support the "iPhone tall".
Agree. The only bottleneck might be the review process having to deal with all these minor updates.
 
Aspect vs. Size vs. Absolute Pixel Dilemmas for Developers

I'm not so sure about that. The limiting factor for the width of the iPhone is the distance you can comfortably span with one thumb when using the phone with one hand. A wider iPhone would therefore be considerably less easy to use – something that Apple is unlikely to do.

A phone I can hardly see content on, is something less easy to use. If we had to change aspect ratio, 16:10 would have been the sweet spot. Then they should have bitten the bullet and gone to the 720p, because when the bigger iPhone comes out next year, we're going to have YET ANOTHER RESOLUTION we have to program for.

1. If 2012 is a 16:9 iPhone with same width - it will be year of the Android migration.

2. If 2012 is a 3.5" iPhone still - it will be year of the mass exodus to Android.

3. If 2012 is a 16:9 iPhone with more width and length, Apple will hold the pattern it's in.

4. If 2012 is a 16:10 or 3:2 phone with more width and more length at around 4.2" to 4.5", it will be year of the massive iPhone upgrading and $800/share Apple stock.

5. Or... surprise? Apple releases an iPhone with same small size, approx., AND a bigger one too!?!?! No way, not TWO models for the world's best selling single model of phone? (Shriek of horror ... followed by long pause ... followed by "hmmmm" ... followed by ... "not a bad idea, probably see it in 2013 or 2014 though.)
 
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