How can I add a high resolution device to Responsive Design Mode? - firefox

I've added an iPhone X to Firefox Responsive Design Mode:
This is the correct resolution, and Device Pixel Ratio for an iPhone X:
2436x1125-pixel resolution at 458 ppi
However when using the custom device, Firefox shows the device to be massive. It seems to ignore the DPR on the device completely.
How can I add a high resolution device to Responsive Design Mode?

Since nobody else has answered, and I've found something myself:
Divide the real pixel size by the DPR and enter that as the 'Size'.
1125 / 3
2436 / 3
So for an iPhone X, if you want to cut and paste, you'd enter:
375
812
3
Mozilla/5.0 (iPhone; CPU iPhone OS 11_0 like Mac OS X) AppleWebKit/604.1.38 (KHTML, like Gecko) Version/11.0 Mobile/15A356 Safari/604.1
This is odd, as you've already entered the DPR and would expect Firefox to calculate this for you, but that's how it works.

Related

How does Windows 10 guess physical dimensions of a 1080p display?

I'm running Windows 10 1803 on a laptop, attached to a desktop display. Laptop's display resolution is same as the attached display, 1920x1080 pixel (namely "Full HD").
However the screen sizes differ, the laptop has a 13" display and the desktop display is 27"...
By the settings option: start->system->display I can adjust scaling for each (!) display to the lowest scaling factor "100%" and a highest resolution of FullHD (1080p).
This setting is fine for the laptop display.
However, with the same setting for the 27" everything appears double sized ...
Q1: How does Windows 10 guess the (physical) dimensions of a screen display to get dpi be calculated "per inch"?
Q2: Is there any option to let Windows 10 to render a "virtual" screen resolution higher than the physical maximum on the 27" display?
Q3: Why does Windows 10 ignore the registry dword HKEY_CURRENT_USER\Control Panel\Desktop\LogPixels, when I set the value from initial 96ppi to a higher resolution?
Remark: Since I do not work on a stationary desktop, buying a 4k display is definitely no option and no answer to this topic.
However, using 2k+ displays would solve the problem since Windows will then calculate a reasonable dpi resolution for the attached displays.

macOS does'nt change dppx with scaling, bug or feature?

I've made some tests on macOS 10.13 with dppx.
macOS has 4 scales:
1680 х 1050
1440 х 900 (as default begin 2016+)
1280 x 800 (as default untill 2016)
1024 х 640
I've cheched dppx (using this online service) and as a results, I've always got 2dppx!
Why? What am I doing wrong? This is a bug?
macbook resolution is 2560*1600, assuming that I have 2 dppx, real scaling is: 2560 / 2dppx x 1600 / 2 dppx === 1280 x 800
Other scalling is:
1680 х 1050 = 1.52 dppx
1440 х 900 = 1.77 dppx
1280 x 800 = 2 dppx
1024 х 640 = 2.5 dppx
I'm right? If so, why do the tools for checking dppx always write 2dppx?
This is consistent with how Mac OS treats retina as a whole. The scaling factor is locked at 2x and the virtual resolution of the screen changes, instead of the resolution of the screen being fixed and the scaling factor changing. The web browser is faithfully exposing this fact to the web page.
At 1680x1050, for instance, the entire screen is rendered at 3360x2100 with a 2x scaling factor, and then scaled down by a factor of 1.3125 to fit on the screen, but this scaling is invisible to apps. If the MacBook Retina is set to any resolution other than exactly 2x the physical display, then the user has no hope of seeing a pixel-perfect image.
For a platform where the devicePixelRatio can change, test your site against the display scaling in Android N, or change the zoom level in Chrome or Firefox, but not Safari.
Some links:
Understanding points and the user space in Cocoa Drawing as they interact with screen resolution
What resolution programmers will get in Macbook Pro Retina
https://www.anandtech.com/show/6023/the-nextgen-macbook-pro-with-retina-display-review/6

Dimensions for Mac app?

I've developed some iPhone apps before, but I focus mostly on design. When designing in Photoshop, the dimensions are easy for the iPhone: 320x480 and 640x960. However, I'm trying to find documentation on dimensions for Mac AppStore. I'm not sure if there are any dimension requirements, since there are many different Mac screen sizes. What guidelines should I follow for designing? Any resources?
Unless there's a really good reason for your app to work at a single size, you should make it resizeable. You should make sure that it at least works well on a screen size as small as 1440x900, and making it fit on the 11" MacBook Air's 1366x768 screen shouldn't be too hard for most apps. If your app is likely to be used in a multitasking scenario, you should make sure that it works with less than half the width of the screen.
Apple's Human Interface Guidelines specify that Mac OS X supports screens with resolution as low as 800 x 600 pixels. It also says that the display could be rotated for a minimum of 600 x 800 instead. Their advice is to optimize your application for 1024 x 768 pixels, but be resizable for any situation possible.

CoreAnimation fade "jerky" on OS X Leopard (CPU 100%)

I've made a screensaver which displays tables of statistics across a number of "screens" which it fades between. I've used only CALayers and implicit animation, but even so the animation is jerky at best; rather than a smooth transition there are 3 "jumps" between screens, one at ~5%, one at ~30%, then 100%.
Running top in a terminal from another machines, the screensaver always hits 100% CPU during transitions.
I'm running this on a Mac mini, PowerPC G4 (1.5) #1.33GHz with 512MB RAM, running Leopard. No other programs are "active" during running.
System Profiler states that Core Image is supported by software, so I'm assuming the implicit animations are computed in the CPU rather than the built-in Radeon card.
What would one need to do to move the animation to the GPU?
OS X will automatically do the animation on the GPU on most graphics cards that support pixel shaders 2, I believe.
The exact list of supported GPUs is pretty hard to find, since it hasn't really been talked about since 10.4 came out.
The minimum spec list is:
ATI Mobility Radeon 9700
ATI Radeon 9600 XT, 9800 XT, X800 XT
nVidia GeForce FX Go 5200
nVidia GeForce FX 5200 Ultra
nVidia GeForce 6800 Ultra DDL, 6800 GT DDL
So it seems the Radeon 9200 and 9500 in Mac mini and iBook G4s is not properly supported.

will my apps work on iphone OS4?

Screen resolution has increased in iphone OS4. Since lot of UI stuff have hardcoded co-ordinates, will my app run properly on OS4? I still haven't got Snow Leopard, so cant test run the simulator for OS4.
It is publicly known that the number of points vs pixels is 2:1 so point 320 has 640 pixels in hi-res and 320 pixels in low-res. Low resolution images will be somewhat jaggy, but their positioning on the screen would remain the same.

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