screen-resolution

iPhone 5 screen size VS CSS media query [duplicate]

余生颓废 提交于 2019-12-03 13:44:08
问题 This question already has answers here : Closed 6 years ago . Possible Duplicate: iPhone 5 CSS media query The iPhone 5 tech spec states screen dimension of 1136 by 640 My question is this, For landscape, ff I am to use the max-device-width of 568px refer to http://www.stephentgilbert.com/mediaqueries/#iPhone can you explain why that works when the dimension stated on the iPhone 5 site says the width would be 1136px I know I'm mixing up with some of the fundamentals here. I'd appreciate if

JavaFX screen resolution scaling

 ̄綄美尐妖づ 提交于 2019-12-03 11:07:30
I have been searching for a method to do this, but I only found This question without answers . I am developing in a 1366x768 laptop, I use JavaFX to create a GUI (I am sorry, but I can't post the code, it's basically an AnchorPane containing a couple GridPanes, which contain more GridPanes, which contain Labels, TextFields and a couple Charts). The problem comes when I load the project on another resolution (1920x1080 or 1600x900). I am using stage.setMaximized(true); , but this only Scales the background, the stage itself, so all the elements and containers (Panels, Labels, TextFields.....)

Corona SDK Cross Device Screen Resolution

我怕爱的太早我们不能终老 提交于 2019-12-03 07:28:28
问题 This is going to be one of those awkward questions looking for an answer that probably doesn't exist, but here goes. I've been developing some simple games using Corona and whilst the functionality seems to work pretty well across most of the physical devices I have tested on, the one main issue is the layout. I know you can't really build for every single device perfectly, but I'm wondering if there is a common method to make an app look good across as many screens as possible. I have access

Android: drawable resolutions

爱⌒轻易说出口 提交于 2019-12-03 06:16:41
I've been through this post (and others) as well as through the documentation about supporting different screen resolutions in Android, but I couldn't find a clear answer to a (simple) question: Is it ok to just use "res/drawable" for images in an android app? Background: The only images that are needed in this specific app are the app icon itself and an icon for a notification, there won't be any images in any layout. So in my understanding, if no "hdpi"-, "mdpi"- and "ldpi"-folders are found, Android will use "res/drawable" as the fallback. As the only pitfall with different screen

Find position of mouse relative to control, rather than screen

China☆狼群 提交于 2019-12-02 22:20:47
问题 I have a Picture Box called BGImage . I hope that when the user clicks on this I can capture the position of the mouse relative to BGImage . I've tried using MousePosition , only to find it gives the mouse location on the screen, not on the PictureBox. So I also tried using PointToClient : Dim MousePos As Point = Me.PointToClient(MousePosition) But this gives me the location {X=1866,Y=55} whereas I actually clicked on the PictureBox at around {X=516,Y=284} . I think the problem arises because

CSS percentage widths and heights and resolution problems

不羁岁月 提交于 2019-12-02 19:49:12
问题 I need my application run in multiple screen resolutions. Currently I have specified all the dimensions in percentage (%) instead of pixels (px) so that it will automatically re-size with the screen. Which would be the more reliable unit of measurement for specifying dimensions on my webpage: Pixels (or EM) or Percentage 回答1: For Responsive Webdesign you really should be leveraging media queries Personally I prefer pixels because they give me more control, and I can reliably know the exact

Change font size depending on resolution

偶尔善良 提交于 2019-12-02 17:33:09
I'm developing a Web page that uses different sizes for its different paragraphs, h... and so on. I'm using em sizes: font-size: 2em; , as an example. But when I change my screen resolution to a lower one, I want that size to a smaller one. For that purpose, I tried this code: <script> if ( screen.width > 1600) { document.write('<style>#centered h1 { font-size: 2em; } </style>'); } else if (screen.width <= 1600 && screen.width >= 1360) { document.write('<style>#centered h1 { font-size: 1.7em; } </style>'); } else if (screen.width < 1360 && >= 1024) { document.write('<style>#centered h1 { font

Android supporting all tablets - categorize drawables and layouts

女生的网名这么多〃 提交于 2019-12-02 17:18:31
I have seen many thread discussing this problem in stackoverflow (like this , this and this ), and I have read the documentation about supporting multiple screens, and designs. But I am still not clear about the folder structure for drawables and layout for different screens I am working on an app that support android phone and tablets. And my project showing some images, which need to be shown in good quality in all possible android devices. And I need to tell my designer to design for all these resolutions. From the documentation it seems I should add drawables for following resolutions

How can I code my game to work on every resolution of Android devices? (with Unity)

我只是一个虾纸丫 提交于 2019-12-02 16:00:48
I have a game what I made in 480x320 resolution (I have set it in the build settings) in Unity. But I would like to publish my game for every Android device with every resolution. How can I do it, to tell Unity to scale my game up to the device's resolution? Is it possible to do? Thanks in advance! The answer to your question largely depends on how you've implemented the game. If you've created it using GUI textures, then it largely depends on how you've placed/sized your objects versus screen size, which makes things a little tricky. If the majority of your game is done using objects (such as

Strategies for Handling Multiple Screen Resolutions and Aspect Ratios in Web Development

只愿长相守 提交于 2019-12-02 14:28:08
Back in the day, 800 x 600 was the screen resolution to design for - and maybe 640 x 480. Then along came 1024 x 768, etc, etc, etc. But then it gets worse: now we have not only different resolutions but also different aspect ratios. What strategies do people use to accommodate today's ever-expanding range of screen sizes and aspect ratios? (BTW - I was only thinking about laptop / desktop hardware, but of course there's smart-phones and tablets to consider too.) I know this would be a somewhat controversial opinion, but I'd say it anyway: Don't Don't design for multiple screen sizes or aspect