title: Xcode 6 Size Classes
body: <p>I would like to ask a question about the highly confusing (at least to me) topic - Size Classes in Xcode 6. I have been trying to get a full understanding of how all this works, but it is still not clear to me.</p>
  
  <p>Before Xcode 6 and the new iPhones, everything was very straightforward. To, Non-Retina and Retina, displays that enabled us to work with always same resolution 320x480 (or 568 for taller devices). Standard and @2x assets made perfect sense. Now however, we have the big ass screens with the same ratio (almost the same), but working area is not the same any more.</p>
  
  <p>Size Classes are supposed to make things possible to fit all of it in one storyboard. But wait.. iPhone 6 uses @2x assets, which, in my understanding, means that the graphics will look smaller on that device than on iPhone 5/5S. And iPhone 6 Plus uses @3x assets, which again aren't gonna look the same. Seems like it is not possible to make, for example, a certain button always be of the same size in relation to, say, full width of the screen. Unless we code that of course, but that would make Size Classes useless.</p>
  
  <p>Am I understanding things correctly or am I missing something? It would be great to hear how you all see it. Maybe you know some good tutorials? I haven't found anything that would explain my doubts.</p>
  
  <p>Thanks in advance!</p>