Ignoring mask while recording simulator screen - ios-simulator

I'm trying to record a video of the simulator screen using the following command:
xcrun simctl io booted recordVideo --mask=ignored ~/Desktop/footage.mp4
As you can see, I specified the value ignored for the mask parameter because I want to omit the mask on the iPhone X's simulator.
The documentation says:
For non-rectantular displays, handle the mask by policy:
ignored: The mask is ignored and the unmasked framebuffer is saved.
black: The mask is rendered black.
Here is the result:
As you can see, as soon as I start interacting with the simulator, the mask appears.
Am I doing something wrong? Is this a known bug?
PS: recording from an actual iPhone X is not a solution as I don't own such a device.

While very far from an ideal solution, it might be possible for you to use an adjusted version of the 5.5 inch iPhone App Preview video. The 5.5 inch phones use 1920x1080 so what I had to do was basically squish one dimension to make the video 1920x886 pixels. Of course, it will look slightly squished, but it isn't that noticeable since it is only a reduction of around 20%. I would argue it is better than no App Preview or going through tonnes of trouble trying to borrow an iPhone X series device. At least until the simctl bug gets fixed!

Related

Viewing a site using Chrome developer tools to simulate an iPhone 12 looks different than viewing the site on an actual iPhone 12. Why is this?

Sections of my site look a little different on Chrome Dev Tools simulating an iPhone 12 than an actual iPhone 12. Why is this? I've signed up for browserstack. Do you guys think they produce an accurate representation of a site on different devices? Do you recommend any others?
This is the site (iPhone 12) on Chrome Dev: https://snipboard.io/OpU8aj.jpg
Same site on my iPhone 12: https://snipboard.io/vl6b8f.jpg
Notice the type in relation to the red background?
I'm wondering too... This is the first time I've used %'s for my padding and margins. I usually use em, rem or px. Could using percentages have something to do with it? I do understand the the percentage is based on the parent element. But still... not sure if that has anything to do with it.
Thank you
I was having the same issue. I learned, and I'm sure most of you know this, any iPhone above an iPhone 8, that Apple's documented viewport size is not the actual pixel size (w x h) that displays a website or app. I discovered this after researching Apple dev docs. There is now a "safe area" leaving room for native device buttons on the top and bottom in portrait mode, or both sides in landscape mode. You subtract the area for these buttons from the manufactures documented viewport size to get the real displayed viewport or "safe area". Of course it will be different for every device.
I hope i'm not breaking any rules with the following. I used "what is my viewport" https://whatismyviewport.com/ Pull up this url in any device and it will show the actual width by height in px, of that device. This is the actual size your website or app will be displayed at.
I am now able to set new media queries using the above info instead of media queries based on the device manufacturer's documented viewport size. This solved the issues I was having.

Chrome mobile device screen emulator

I'm a bit confused about how device screen emulation works in chrome and how to use it to write affordable media-query. e.g.
IPhone X
Real device screen-size: 1125x2436px
Emulated device screen-size: 375x812px
I know that a resolution like that easily take two full-hd screen to be shown at 1:1 scale with the actual monitor resolution (pixel density), but the emulated res is not simply the result of a zoom-out, because if I zoom in or out the view, pixel size is about the same, and this make me think that chrome is suggesting me that the emulated resolution should be my reference for layout, like it is the real-device res.
But if it is, how this resolution is calculated? Why I should use this instead of the actual device screen-size?
While phone screens are usually high resolution like Full HD or Quad HD, their browser viewports are not, instead they are the resolutions Chrome shows you in the developer tools.
This helps you when setting up your CSS media-queries as you don't have to handle every single resolution of every specific device.
But if it is, how this resolution is calculated?
It is just a scaled down version of the actual screen resolution for that given device.
Why I should use this instead of the actual device screen-size?
Because the actual resolution of the viewport is that one and not the device screen size.
You can read more about this here: https://mediag.com/blog/popular-screen-resolutions-designing-for-all/

Xcode 9.3 IOS simulator screenshot always give same dimensions

I want to take screenshot of IOS app for App store submit. But the saved screenshot image dimensions is always 750 × 1334 no matter how i scale the size of simulator or change the iPhone model type, the outcome is always the same.
Solution tried:
Unchecked Optimized Rendering for Window Size, choose Physical size and save the screen shot with cmd + s.
I was try the solution above, but it is not working at all
Use the iPhone Plus simulators to get your screenshots (e.g. iPhone 6 Plus, iPhone 7 Plus, etc.). They will generate a 1242x2208 screenshot size. You are most likely using one of the non-plus simulators (e.g. the iPhone 6) since their screen size is 750x1334; they are NOT the 5.5" devices.

how to change the display size of the firefox-os simulator?

I'm running Firefox OS 2.0 simulator via Firefox WebIDE.
The MDN Firefox OS doc only states 320x480 pixels for the device size, but some of the supported devices have much higher resolutions available.
I would like to be able to change the device screen size so I can test my application in the simulator with different display sizes - how is this done?
Here is an image from the WebIDE showing the Device Settings disabled:
I'm using Firefox version 39.
Simulator configuration was recently made available in Firefox 42. This gives you access to options like the window size:
Switching to Nightly to access Firefox 42 is likely the best path for now, since a number of related bugs were recently fixed in that version.

Size of iPad Simulator is too big in XCodes 4.3.2

Now i am using macbook pro with 13 inches.
Yesterday i upgraded XCodes version to 4.3.2.
In that iPad Simulator is too big and iPad Retina Simulator is also too big.
It's not fix my screen.
iPad Retina Simulator size is take all of my screen and it's can only show iPad's dock.
I can't see overview iPad screen.
I always scroll down and up to test.
When i change Simulator's Window > Scale into 75 %, It's still too big.
50% is too small and can't see anything clearly.
When i develop with XCodes 4.2 , iPad Simulator is fix size and okay to test.
I want iPad simulator size fix my screen.
Is there anyways?
If my question is out of question, so sorry for that.
Thanks.
Maybe it's because the iPad 3 have a really large resolution (2048x1536). That's more than most computer screens. You will need to zoom out to display the entire screen just because of this, or you must get a larger (higher resolution) screen for your computer if you don't want to scale the program.
The reason for this is that the iPad 3 have much tighter pixel density than most other computer screens so each pixel on the iPad is smaller than each pixel on your computer screen.
What you can do is make the simulator start by suppressing the title bar and your dock if it happens to be shown.
Follow these steps, please be responsible and back-up your files before editing anything as I do not take responsibility for things going wrong.
Before you start close any running simulators.
In Finder Press CMD+SHIFT+G and enter the folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone Simulator.app/Contents/; this folder may differ for you depending on your location of the simulator/SDK.
Backup the file called Info.plist
Copy Info.plist to your home directory.
Double click Info.plist in your home directory. You will be presented with the plist editor.
Select the first entry called Information Property List and click the plus (+) sign immediately to the right.
Enter Application UI Presentation Mode into the Key field of the new entry, tip: it will auto populate after typing Application UI.
Enter 4 in the Value field, this will then change to All Suppressed.
Save and close the file.
Replace the original plist file with this new one, remember to back the original up first.
Now when you run the simulator it will not show the menu bar when it becomes active. The reason you needed to copy the file to your home directory is because you do not have write permission to it. It also stops you mucking it up and preventing the simulator running while editing the file.
You can apply this trick to any application by finding it's plist file, thus I also change Xcode.app to do this too.
You will need to scale the simulator to 75%, however it will now be almost the full height of the screen with no loss of the iPad window.
Now It's more flexible with Xcode 9- Simulator. You can pick & drag any corner or simulator to resize it and set it according to your requirement.
Look at this snapshot.
https://apple.stackexchange.com/questions/205865/ios-simulator-screen-size-not-equal-to-window-size

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