resolution

Android - Setting background on canvas using PNG file

半世苍凉 提交于 2019-12-12 02:54:40
问题 I'm trying to set a .PNG file as background on Canvas in my app. I've made an image 480 x 800 and used this method: canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.image_1), 0, 0, null); I've started an emulator (WVGA800) but my image looks greater than screen of the device. How do I resize this image or what kind of methods should I use to make this image well-matched. Secondly, is there any way to make backgrounds like this universal for devices with different

my iOS app is in low resolution (status bar included)

陌路散爱 提交于 2019-12-11 23:56:36
问题 I use an iPhone 6 and I launch Skype and my app. My app launches in low resolution (seems like non-retina) and Skype launches in high resolution - status bar resolution stays the same as in home menu of iOS, while the status bar in my app seems "bigger". screenshot The one on the left (mine) is clearly lower resolution. What could be causing that ? 回答1: Make sure you have Launch Screen or launch Images at correct resolution for iPhone 6 or 6 Plus, otherwise your application will run in

How to change the viewport resolution in OpenTK

时间秒杀一切 提交于 2019-12-11 20:13:42
问题 I am using the OpenTk GameWindow. I have been adding graphics settings to my project. But I cannot figure out how to correctly change the resolution or go in or out of fullscreen mode in runtime. Can someone please explain the correct procedure to changing the resolution and/or fullscreen state in while the game is running. Using WindowState = WindowState.Fullscreen; and WindowState = WindowState.Fullscreen; work, but they modify the viewing area and setting GL.Viewport doesn't fix it. I am

iOS Loss of image quality and resolution

淺唱寂寞╮ 提交于 2019-12-11 18:26:13
问题 I have and imageview that i use throughout my app. It can hold a picture from the gallery or from the camera. In the end I upload it to a webserver using php. But where does xcode downscale my image? Ipad pictures are aprox. 300x300px. Tried downloading a 1000+ x 1000+ pixels image, but it looks like it gets downscaled once i open it trough uiimagepicker. In my gallery its fine before i start my app, but when i add it via my gallery its low res. I need these images with the resolution they

How can I create Android images with good resolution?

眉间皱痕 提交于 2019-12-11 17:59:32
问题 I'm creating an Android application. The main activity layout will have a background image that will wrap with the whole screen. What resolution should I use to create the background image? What about DPI? I need it to be compatible with all devices (for example the HTC Sensation screen's resolution is 540 × 960 pixels). 回答1: The best way for you is to start reading this article, it contains the best practices for supporting multiple screen sizes and densities. EDIT: I use the following

Resolution Confusion

ぐ巨炮叔叔 提交于 2019-12-11 17:28:43
问题 Resolution Confusion. I am delivering compressed video, as high a resolution as possible for an iOS app. Are these the final and latest formats? 1920 x 1080- iPad 3+/ 1136 x 640- iPad 2,mini, iPhone 4,5/ 480 x 270- iPhone, non-retina Anything else I need to know? 回答1: The resolution of the devices so far are: (landscape) 2048 x 1536 iPad 3+ 1024 x 768 iPad 2 / 1 / mini 1136 x 640 iPhone 5 960 x 640 iPhone 4S / 4 480 x 320 other iPhones 来源: https://stackoverflow.com/questions/13109467

Rounding numbers to a specific resolution

陌路散爱 提交于 2019-12-11 14:26:54
问题 I know many languages have the ability to round to a certain number of decimal places, such as with the Python: >>> print round (123.123, 1) 123.1 >>> print round (123.123, -1) 120.0 But how do we round to an arbitrary resolution that is not a decimal multiple. For example, if I wanted to round a number to the nearest half or third so that: 123.123 rounded to nearest half is 123.0. 456.456 rounded to nearest half is 456.5. 789.789 rounded to nearest half is 790.0. 123.123 rounded to nearest

VideoCamera get supported resolutions

别说谁变了你拦得住时间么 提交于 2019-12-11 13:50:24
问题 I'm using DirectShow library (DirectShowLib-2005.dll) with C# to capture a video camera image. When I'm definig the capture object's size, I have these parameters: const int VIDEOWIDTH = 640; // Depends on video device caps const int VIDEOHEIGHT = 480; // Depends on video device caps const int VIDEOBITSPERPIXEL = 24; // BitsPerPixel values determined by device capture = new Capture(0, VIDEOWIDTH, VIDEOHEIGHT, VIDEOBITSPERPIXEL, pictureBox1); I'm using this loop for getting the names of

Flash has a limit on image resolution it can handle?

白昼怎懂夜的黑 提交于 2019-12-11 11:50:32
问题 I kept on getting: ArgumentError: Error #2015: Invalid BitmapData. error whenever I tried to handle image of 5184 × 3456 dimensions, until I wasn't told by my friend that there is a limit in Flash, but he didn't know what was it exactly and I can't find anything on official doc pages. Does any one know what it's all about? Have a link to Adobe page maybe? 回答1: Yes for example here from adobe knowledge site a description of the size limit for Flash Player 10. 回答2: In the docs (http://help

how to handle android screens fragmentations?

こ雲淡風輕ζ 提交于 2019-12-11 11:22:01
问题 i wish to write the layout and code just once so that it would look good on all devices . i've tried many ways (yes, including what google suggests, to use DP and also add multiple layout files) , but none really solves the problem of having to deal with a new situation each time there is a new device with a random resolution and density. the DP usage is just an XML trick that lets the dimensions stay the same on all screens like a ruler (for example , 1cm stays 1cm on all screens) ,so it's