Point conversion and scaling in Xamarin Forms - xamarin

Our UI designer provides us the designs with the dimensions in points on a iPhone XS device. Please advice on the following;
How can these dimensions be converted to points in Xamarin?
How to Scale down (eg : font sizes) to small screens (eg: iPhone SE)?

Related

Do the UI elements in Xamarin scale automatically?

Do the UI elements in Xamarin scale automatically with different screen resolutions or do I have to do something?
It really depends what type of project you use and how you make your UI.
If you are using Xamarin.Forms you can set height and width requests, that should scale with resolution.
If you are using classic Xamarin.iOS and Xamarin.Android projects, each of the underlying platforms have ways to scale views on different screen sizes. Most of the time, if you are not using fixed widths and heights views should scale fine.
In both cases, make sure to provide correctly sized image assets for icons etc.

App size too big IOS (Unity 3D)

I am currently developing an application (an arcade game) with Unity and I want to release it on iOS and Android. It is almost finished , but I have a problem : the game weights more than 600 MB on IOS. It is very high and it may deter many users to downloading my application.
The compression of my images is PVRTC 2bit and most are in PNG because I need transparency.
Here is my editor log :
Do you know where is the problem ? How to solve it ?
Thank you in advance !
Probably you already know this but just to make sure: Unity is overriding compression of all the assets (textures, audios, etc.). You can select your texture in the project tab and set the compression settings in the inspector tab. The size of the image will appear at the bottom of the inspector.
You may find Unity's Reducing File Size interesting.
And maybe Player Size Optimization too, less probable though

What is best size to design psd for including iPhone 4, 5, 6, 6 plus

What is best size to design psd for including iPhone 4, 5, 6, 6 plus
There is no best size but I should develop it for the most sold phones
Most importantly, please follow the official iOS Human Interface Guidelines:
https://developer.apple.com/design/human-interface-guidelines/ios/overview/themes/.
Also:
If you have limited resources
Design for the smallest device (aka iPhone 4), and you're garantied that all the elements will also fit on a larger screen.
If you have classic resources
Prepare psd for all possible sizes that you support, because the layout will often be different:
4 inches
4.7 inches
5.5 inches
iPhone X
iPad sizes eventually
If you have too much resources
Prepare psd for:
both portrait and landscape
and for all class sizes combinations (Any/Compact/Regular height x Any/Compact/Regular width)
and for all languages (German/Chinese/Arabic often require different layouts)
and for all iOS versions (because the navigation bar background or the app icon corners have evolved through history)
and specify all transitions animations+curves+durations

XCode - when it comes to UiWebView there is an issue

I'm totally new when it comes to xcode, but there occured a problem:
I'm designing an iPad-App(Retina Display) in html/css with the standard retina resolution of 2048x1536px...the problem is, that when I open the app on the pad, the page turns out to be way too huge. If I'm reading out the UiWebView-Resolution I get 1024x768...am I able to change this to get the real iPad dimension?
thx for your help!
Best regards,
daft
Dimension values on iOS are described in points. Each point can have different number of pixels - depends on screen's pixel density. UIWebView interprets html document size value as point - so 1 html pixel means 1 point.
I suggest you two options to cope with that:
1. Design you're web app to resolution 1024x768 and insert images which are scaled to 50% size to have more pixel density.
2. Leave page in 2048x1536 resolution and use UIWebView api to scale content.

How to build windows store app for device independent pixel (DIP)

i am building windows store app. I am using windows 8 and WPF with visual studio .net 2012.
UI of this application should be scalable to different screens. I have created a page where the controls (buttons, images, texts) fits correctly when running the app on simulator with resolution 1920 x 1080 for 10.6" screens. The problem is that when i change resolution, controls do not behave correctly
when resolution or screen sizes are increased (ex. 1920 x 1080 for 23" screens) empty spaces are created on the page;
when resolution or screen sizes are decreased (ex. 1024 x 768 for 10.6" screens) controls sizes are increased too and some of them are not visible in UI because they are displayed too far in bottom.
Is there a way to build "scalable" store app which are independent of screen sizes or resolution? Control sizes and font sizes should increase and decrease when resolution change or from one screen to another but all of them should fit in the space and shouldn't create empty areas.
Any help would be very appreciated.
thank you
This MSDN article discusses the guidelines for scaling to screens.
it touches on Screen size, Screen resolution, and Aspect ratio. It provides a table which shows best practices recommended for apps that use scale-to-fit functionality and it touches on adaptive layout. there is a reference to [Guidelines for layouts] at the end of the article as well.
Hope this helps!
http://msdn.microsoft.com/en-us/library/windows/apps/hh780612.aspx
joelcitizen

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