The iPhone 6 Plus screen size is 5.5-inch diagonal, compared to the iPhone 6 at 4.7 inches. Resolution on the iPhone 6 Plus clocks 1920 x 1080 pixels, which Apple dubs the Retina display HD. Pixel density tops 401ppi, compared to the 326ppi found on the iPhone 6. We have a series of video tutorials that explain the major features of PaintCode in detail. I think these work pretty well. After the release of iPhone 6, we published an article about iPhone resolutions, which became very popular. It got over 100,000 views on the first day and over 1,000,000 views in the first month.
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IPhone X Screen Demystified. Today, Apple launches iPhone X with a unique OLED display. Continue reading to learn more or check out our Ultimate Guide To iPhone Resolutions! IPhone X Resolution 1125 × 2436 render at 3× (points) 375 × 812 (pixels) 375 pt 812 pt 1125 px 2436 px At the beginning, coordinates of all drawings are specified in points. PaintCode is a vector drawing app that turns your drawings into Objective-C, Swift or C# drawing code in real time. The application window is divided into sections that provide you with quick & easy access to everything you'll need. The toolbar at the top of the window contains the drawing tools you'll use most often. Tabs & StyleKit. IPhone XR screen resolution according to screenshots, apple website and etc.: 828x1792. IPhone XR screen resolution according to Swift: 375x812 (or 750x1624).
The Missing for Swift Development
The Guide I Wish I Had When I Started Out
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Running a successful software company has always fascinated me. To run a thriving business selling software, you need more than a solid understanding of software development.
A few weeks ago, I got in touch with Peter Krajcik from PixelCut to talk about running a software company focused on the Apple ecosystem. While the name may not sound familiar, you may be familiar with PaintCode, PixelCut's flagship product.
What Is PaintCode
Saying that PaintCode made a few waves when it made its first appearance in 2012 is an understatement. But what is PaintCode? In a nutshell, PaintCode is a drawing application that translates what you draw into code, like magic.
PaintCode supports Swift and Objective-C, but it also works seamlessly with Java and JavaScript. The current version is quite the powerhouse. PixelCut also created a plugin for Sketch that neatly integrates with PaintCode.
A few months ago, I wrote a tutorial in which I explain how I use PaintCode to create buttons without images. The tutorial outlines how I import SVG images into PaintCode and use the generated code to create buttons. It's only one of the many possibilities PaintCode offers.
Who Is PixelCut
PixelCut is a team of four, Peter Krajcik, Mike Antonic, Matt Dunik, and Martin Kiss. Because I wasn't familiar with the origin story of PixelCut, I asked Peter to tell me about the company's early days.
PixelCut was founded in 2012 by Mike Antonic and myself. We created the company to sell PaintCode. Because we knew we'd be selling multiple products in the future, we purposely didn't name the company after PaintCode, our first product.
The first version of PaintCode was released before anyone knew about Swift. Today, PaintCode supports Java, Swift, Objective-C, and JavaScript. This means it can be used for Cocoa, Android, and web development. I asked Peter why and when they decided to focus on PaintCode.
We were developing another app with a custom user interface. From the very beginning, we decided to make the entire user interface of the app resolution independent and the best way to do that was to draw the user interface elements in code.
Writing drawing code by hand isn't fun. More importantly, it takes a lot of time. Even a simple example can take hours and dozens of lines of code.
Writing drawing code by hand is very tedious. We desperately needed something like PaintCode, but, at the time, we couldn't find anything like it on the market.'
But that wasn't the only motivation for the team. The release of PaintCode in 2012 coincided with the introduction of the first iPad with a Retina display. Coincidence? I think not.
At the same time, there were rumors that Apple was going to release an iPad with a Retina display, increasing the need for a tool such as PaintCode, including for other developers. I heard this rumor in December of 2011. The rumor was that Apple would release the new iPad in March of 2012. We set that as our release date and immediately started working on the first version of PaintCode.
They had a strict deadline and only three months to ship an ambitious project, which brought several challenges with it. What were some of the hurdles they needed to take to ship the first version of PaintCode?
While we had a pretty good idea of what we had to implement and how, the deadline was crazy. We only had three months to develop PaintCode 1.0. But we managed to release the first version on March 11, just four days after the first Retina iPad was released.
The first version of PaintCode was limited in functionality, but that was a key ingredient of its success. It allowed the team to ship PaintCode. They didn't waste months or years crafting the perfect application. They created a quality product and allowed it to evolved over time.
The biggest technical hurdle was the implementation of boolean operations (union, intersection, and difference) on Bézier curves. The first version of PaintCode included roughly 30,000 lines of code. The current version, PaintCode 3, is about 300,000 lines of code.
Apple has received quite a bit of criticism from professionals in recent years, including from developers. While things have improved slightly (https://daringfireball.net/2017/04/themacpro_lives) during the past few months, many people continue to be concerned about the future of Apple and how it caters to professionals. I asked Peter how he feels about the current state of the Apple ecosystem from a business perspective. How viable is it to create a business building macOS applications?
Sadly, the best days of selling indie software are probably over. PaintCode, with its higher price tag and no subscription model, feels a bit like a fossil, a holdover from a bygone era. Luckily for us, our customers are still willing to buy our product, even at a price that seems high to many these days. Unfortunately, it's not possible to support and develop complex, professional apps at the low price point many people have come to expect.
Developing professional applications for the Mac is still a viable option for many companies, but it isn't easy.
The times of selling boxed software for hundreds of dollars are clearly over, aside from a few exceptions. However, it's not clear yet what alternative business model is suitable for these kinds of complex, professional tools. Subscriptions may be the answer, but there's still a lot of resistance. The race to the bottom leaves little space to make indie software for professionals commercially viable.
PaintCode has evolved into an invaluable piece of software for many designers and developers. I asked Peter how he explains the success of PaintCode.
After launching the first version, I'd say the key was timing and the quality of the product. Even though PaintCode 1.0 was extremely limited compared to the current version, the few things it did, it did very well.
During the interview the words 'luck' and 'lucky' come up several times. The team wasn't lucky in my opinion. The product was innovative and very clear about its feature set. They created their own luck by releasing a quality product.
We were also lucky because the first version went viral by itself. A few days after the launch, it made it to the top on Hacker News. We didn't expect this.
Thanks to the very positive response and commercial success of PaintCode 1.0, we were able to build a small company for the product, PixelCut. We firmly believe in dogfooding. We use PaintCode for all our internal design work, even for web design and other graphics.
Whether you like it or not, marketing is an essential aspect of a profitable software business. How does PixelCut get the word out about PaintCode? How do they convince people to give PaintCode a try?
Paint Code Iphone Resolution Image
We were lucky when we launched the first version of PaintCode. Since then, we've systematically built a relationship with our customers, grown a following on social media, and connected with influencers. These efforts pay off when launching new products because it ensures you don't have to start from square one every time.
We tried paid advertising in the past, but it doesn't seem to work very well for PaintCode. The reason may be that most programmers who develop for Apple's platforms already know about PaintCode, even those who don't need it when they hear about it.
Educating potential customers is a marketing strategy that is very often overlooked. Not only does it help existing customers, it spreads the word and pays dividends over time.
We have a series of video tutorials that explain the major features of PaintCode in detail. I think these work pretty well. After the release of iPhone 6, we published an article about iPhone resolutions, which became very popular. It got over 100,000 views on the first day and over 1,000,000 views in the first month.
Keeping the feedback loop short is important. This is what Peter has to say about this.
Because the support requests we receive are often technical, our development team answers all of the support emails. It not only improves the quality of our support, but it also ensures that the development team stays in contact with our customers and understands who our users are and what they need.
Many software companies have a love/hate relationship with Apple's Mac App Store. Even though it can be useful to increase a product's visibility, it seems Apple has ceased any efforts to improve it.
PaintCode used to be available on the Mac App Store, but it no longer is. I asked Peter why they removed PaintCode. What motivated this decision?
The short answer is that we outgrew it. When we started selling PaintCode, the Mac App Store was a huge help for us. It took care of a lot of things that you don't want to spend your time on as a developer launching your first product. But as the company and the product grew, we found that some things that are essential to maintain and sustain our business are not possible in the Mac App Store. That's sad and frustrating because the Mac App Store has the potential to provide the best customer experience by far. We'd love to return to the Mac App Store at some point.
When I asked Peter about the current shortcomings and limitations of the Mac App Store for a business like PixelCut, he was very clear. It shows that their decision to move away from the Mac App Store was a well-considered one.
There's no way to contact customers that purchase PaintCode from the Mac App Store. For example, there's no way to tell them about a new version or a new product. The lack of robust analytics is another problem. It's currently impossible to evaluate the effectiveness of a marketing campaign, for example.
Paint Code Iphone Resolution Software
The inability to charge customers for upgrades has been a big issue for many developers, including PixelCut.
There's no good way to provide discounts to existing customers that want to upgrade to a new version.
Last but not least, Apple's cut is an obstacle that doesn't sit well with many software companies. Peter also mentions that many customers seemed to prefer PixelCut's store even when PaintCode was still available on the Mac App Store. It shows that the problem doesn't only affect companies selling software on the Mac App Store. It indicates that customers too have lost fate in Apple's Mac App Store and are gradually moving away from it.
If you're serving tens or hundreds of thousands of customers, you want to be in control of updates and launches. Peter explains that pushing a new version of a product to the Mac App Store often adds a lot of stress because you can't quickly push a bug fix to your customers. You always need to pass by Apple, and such a delay can damage your reputation as a software vendor.
Check Out PaintCode
Like many other developers, PaintCode is an integral part of my development workflow. It's a wonderful piece of software that exudes quality and ambition.
You don't need to be a designer to benefit from PaintCode. You can import existing designs. It supports AI, EPS, SVG, PSD, and PDF. Do yourself a favor and check out PaintCode's website to find out how it can improve your workflow. You can also follow PixelCut on Twitter.
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Paint Code Iphone Resolution Download
Still having trouble figuring out which new iPhone model is best for you? Chances are that one of the things you’re fretting over is which display size to pick: The 4.7-inch version of the 5.5-inch version. PaintCode has put together a fantastic analysis that breaks down how pixels are rendered on iPhone 6 displays that also shows how the iPhone 6 Plus “substantially changes the way graphics are rendered on scree” compared with all earlier models.
FROM EARLIER: Which new iPhone 6 model is right for you? Here’s the easiest way to find out
Iphone Resolution Chart
The most important thing to know about the iPhone 6 Plus’s display is that it resizes objects to look smaller on the screen than how they look on the iPhone 6’s display. As you can see in the graphic that PaintCode made below, the letter “a” on and iPhone 6 Plus will actually be rendered to look smaller than the same letter on the iPhone 6:
This seems counterintuitive — after all, why would you make something look smaller on a larger display? It turns out that it all has to do with the way coordinate points are mapped out on each display. In the original iPhone, the coordinate points just happened to match up perfectly with the device’s 320 x 480 resolution. But when you have bigger displays, you have to multiply your point coordinates by a scale factor to get them to properly align — otherwise you’ll be looking at images that are either too long or too wide.
This scale factor works out well with the iPhone 6 — if you take its coordinate points and multiply them by 2, you get the device’s exact pixel resolution of 750 x 1,334 pixels. But multiplying the iPhone 6 Plus’s coordinate points by its proper scale factor of three would get you a resolution of 1,242 x 2,208 pixels, which is higher than the device’s actual resolution of 1,080 x 1,920 pixels. This means that, unless you adjust the display so that objects it shows are smaller, you’ll end up with a display that seems to have poorer resolution than you’d expect.
Paint Code Iphone Resolution Settings
PaintCode’s entire post is very much worth your time as it goes into much greater detail and provides more helpful graphics than anything we’ve given you here. Be sure to check it out by clicking the source link below.
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