screen-resolution

Resolution independent or monitor size independent WPF apps

ε祈祈猫儿з 提交于 2019-11-30 08:45:37
问题 how could i develop resolution independent and monitor size independent wpf apps. monitor size independent means here suppose i develop a wpf apps in 15inch monitor and when i will view that apps in 17 inch monitor then often UI looks different so how could i get rid of this problem in WPF. please guide in detail. thanks 回答1: What you are looking for is Liquid Layout in WPF. Avoid specifying explicit Width and Height for your elements and it should scale up to whatever screen resolution

screen.width and screen.availwidth difference in javascript

不羁岁月 提交于 2019-11-30 08:05:09
问题 What is the difference between screen.width and screen.availwidth in JavaScript? On my system both are the same! 回答1: Some things block some of your viewport, such a history/bookmarks side panel. This includes the taskbar, unless it's on Autohide Then window.screen.width != window.screen.availWidth . :) If you are drawing things to the viewport, you ought to use availWidth / availHeight to determine if things are off the viewport etc. Be sure to recalculate on window resize otherwise you won

How to Work With Different Screen Resolutions

雨燕双飞 提交于 2019-11-30 06:13:43
问题 I'm using Unity 4.3.3 for my game. I'm making a game for Android and iOS devices. Since I'm pretty new to unity, I can't seem to find a way to work with different screen resolution. I'm using c# for my scripts. I want my game to run full screen. I've tested it on iPad 2 and it runs perfect but for iPhone 4 the sides are clipped and for iPhone 5 they are clipped even more. What is the solution? Which option should I choose under Player Settings > iOS > OtherSettings > Target Resolution? 回答1:

Handling different screen resolutions for background images in Android

对着背影说爱祢 提交于 2019-11-30 03:38:42
问题 My Android app (a text-based game) uses background images a lot in order to provide a better visual ambiance. For example, if the action in the game takes you into a tavern, then you get a background image of a tavern in the game. This is a vast improvement, graphically, over the boring black background that you would otherwise get. It is also a problem, however, since android:background always stretches to the dimensions of the screen. The result is that the background images look very bad

Getting custom DPI percentage in Delphi

回眸只為那壹抹淺笑 提交于 2019-11-30 03:38:30
Trying to my Delphi 2010 application more user freindly in high DPI modes in Windows 7 I have been trying several methods to retrive PixelsPerInch and compare to 96. Alas, no matter what I tried I always get 96. My questions are: What is the best practice to get custom DPI mode? Is the fact I am getting a constant 96 no matter what I what the percebtage is means I missing somthing? Here is what I had tried dpiX := Form1.PixelsPerInch and dpiX := Screen.PixelsPerInch and finally: D2DFactoryOptions.DebugLevel := D2D1_DEBUG_LEVEL_NONE; pD2DFactoryOptions := @D2DFactoryOptions; if

Android and supporting multiple screens layouts

六月ゝ 毕业季﹏ 提交于 2019-11-30 03:34:56
问题 I'm finishing off an Android app, all that remains is to adapt the UI layouts and graphics for multiple devices. I need particular elements placed in particular positions on the screen. The Android docs explain how the multiple screen resolutions and sizes are classified, and explain the resource tagging system. For example, both WVGA800 (480x800) and WVGA854 (480x854) are classified as normal high density screens. To cater for these you're asked to create a folder called "layout" (already

How to get screen resolution in C++? [duplicate]

旧城冷巷雨未停 提交于 2019-11-30 01:27:21
Possible Duplicate: How to get the Monitor Screen Resolution from an hWnd? Is there a way to get the screen resolution in C++? I have searched MSDN but with no luck. The closest thing I found was ChangeDisplaySettingsEx() but that doesn't seem to have a way to just return the res without changing it. #include "wtypes.h" #include <iostream> using namespace std; // Get the horizontal and vertical screen sizes in pixel void GetDesktopResolution(int& horizontal, int& vertical) { RECT desktop; // Get a handle to the desktop window const HWND hDesktop = GetDesktopWindow(); // Get the size of screen

Multiple screen resolutions/aspect ratios (games)

笑着哭i 提交于 2019-11-29 20:15:21
EDIT: Thanks for all your answers and comments. After thinking about it i would rephrase the core of the question to: "How to determine and limit the minimum resolution/ratio my game is able to run on". Because imo either the game becomes unplayable on the smallest screen/ratio (lack of detail) or supporting even the smallest screen/ratio degrades the experience for all the others significantly. Besides we do not even know what the smallest resolution is or can restrict it in any way other than disabling ldpi... which still doesn't tell us about the smallest mdpi. After all i'm not thinking

conditional statement for screen resolution?

心不动则不痛 提交于 2019-11-29 18:29:34
问题 I would like to use a conditional statement to attach a different stylesheet for: if the clients resolution is <= 1024*768 I'm pretty sure this is possible, but have never seen the code for it before? ps. I am not looking for a javascript solution 回答1: CSS 3 introduces media queries, but it is new and support is not all that widespread yet (Firefox only introduced it in version 3.5, for instance, and Internet Explorer won't get it until version 9) so build with progressive enhancement in mind

Detect screen width for multiple monitors

风流意气都作罢 提交于 2019-11-29 18:23:19
问题 My website is optimized (with fixed width) for 1024x768 layout. I plan to add vertical banners on either side of the page for people having resolution width 1280 or higher. Using screen.width, I can easily do this. But I face a problem when trying it on machines with multiple monitors. Lets assume the below mentioned scenario: Monitor 1 (primary display) - Resolution is 1024 x 768 Monitor 2 (secondary display) - Resolution is 1440 x 900 screen.width always shows width as 1024 irrespective of