Android layout design : Tablet first or Mobile first - user-interface

I just developed an app for mobile and in the process of upscaling the UI layouts to tablets i.e xhdpi resources. But, the problem I face is that I have to restrucure a lot according to xhdpi screen and have to use different images as the image resource doesn't scale up with good resolution. Is it a good practice to have all images in common drawable folder with higher resolutions and resize it accordingly in different layout types. This also makes me wonder, should we have to consider tablet first design and then move to mobile.

It's not the good idea to have all images in common drawable folder with higher resolutions. Why? Rescaling overhead. I think that tablet and mobile design should be considered concurrently.

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any former recommendation for making background image in flutter app compatible with all screens?

Flutter dart
I'm about to finish programming an application and I want us to set wallpapers for the application's pages as background .. and i need your help friends if there any recommendation to make image Compatible with all screens for iOS and android
thanks
Making images as a background for every page might make your application laggy and bulky. I would rather suggest you use inbuilt options like the simple background color.
If you want to use images only then you can have different resolutions of the image as asset and using MediaQuery and LayoutBuilder you can change the image as per the size of the device.
You can have a look at this page to know more about adaptive applications

WinJs: Ignore Font scaling from Windows

I've developed a WinJs app for the Surface pro 4. The app Runs in fullscreen and is layoutet with the screen resolution of 2736x1824 (surface resolution).
Now when i start the App on the surface the DPI scaling comes into play and messes up my Layout.
Is there a way to disable the scaling for the app?
I've tried:
Windows.UI.ViewManagement.ApplicationViewScaling.trySetDisableLayoutScaling(true);
but that doesn't seem to work.
Actually, making your app layout only for one resolution, especially for such a big resolution is not really great idea since the app can run on device with, for example 1920x1080 resolution where even with DPI scaling disabled your layout will be messed up.
So I recommend making the app layout responsive so it will look right on every resolution.
Not sure if you're still looking at this issue but I've found that the code that you see all over the place is actually XBox only (Link To Docs)
And the Microsoft Devs have been saying for a while that it's a user based setting and they don't plan on allowing you to ds(Forum Link)
You can detect the scaling value though with ResolutionScale (docsLink)
Windows.Graphics.Display.DisplayInformation.getForCurrentView().resolutionScale
Here's a link to a sample that detects it and adjusts.
So what you can do (and what I did) was where needed I used css scale to adjust the system to fit. Most of my app is responsive so it didn't matter, but if you use an iFrame and set it to be 1000px wide with this scale factor it will actually be 1400px or even 1800px wide and totally cut off..
I have listeners setup for the resize events and just adjust as needed.
Hope that helps!
-Dennis

image dimensions newsletter mobile

Question: What would be the ideal image dimensions pertaining to newsletters delivered to mobile devices?
Background: I need to provide dimension specs to my graphics designer so we can deliver specific images related to the mobile device (using media queries).
Target devices are: iphone 3.5" , 4", iPad 10.1", iPad Mini, Android devices - Galaxy Nexus, Note, HTC One 4.7"
Thank you for your time answering my question.
This really depends on your layout. Are the images going to be full screen width? Padding? A general rule in design is to make it big because you can always downsize without losing quality. If there is even the tiniest possibility you would need these images for something bigger, create them big or in vector graphics.
There is also the issue of retina display. If you want to cater to this you need to double your image resolution, however this makes the email slower to download. There is no correct answer, so it depends on your target audience as you'd be benifiting retina displays but putting out the rest of mobile users.

Is it possible that WP7.x APP can use full space on 16:9 (720P)device

I have application Using WP7.x SDK. I am not using any Window Phone 8 feature.
My App's XAML Pages are fitting perfectly on WVGA and WXGA but on 720P on top of screen there is some blank space. How can i fix this problem (I don't want to create seprate build for Window Phone 8).Please advise.
Unfortunately, this is not possible. The WP7 apps running on WP8 devices are constrained in a 480x800 container.
To take advantage of the 720p screen, you'll have to build a WP8 version of your app.
At least graphically this is possible. You can handle WP7 XNA inputs and graphics right: look my awnswer here: https://stackoverflow.com/a/23457119/766304
Second thing that you have to do is render your Silverlight / XAML UI with XNA. More information about that from here: http://msdn.microsoft.com/en-us/library/hh221583.aspx
All of that is tested and works well but this will manipulate only rendering and not XAML input side, input fixing could be possible or not. Still difrense between those two aspect ratios is so small that result can be good enought.

BlackBerry App for different BlackBerry devices - Design Suggestion

I am writing an app and willing to package it for different BlackBerry devices with different properties/features and resolutions.
My problem is how do I go about creating a DeviceConfigurationManager that will give me device specific properties/paddings/margins/resolutions etc? I have read here on SO about using Ui.UNITS_pt for fonts, having multiple images for different resolution devices and other things that has helped me in designing my DeviceConfigurationManager . For example in my buttons I have used margins and so for various devices I kept one device as a reference and relatively returned margins for other devices on width(Display.getWidth()>320) check. But I have seen I still don't get exact perfection for other devices (Buttons set centered for the base device doesn't also get perfectly centered for other devices). Please suggest some other or a better way about designing my DeviceConfigurationManager class. Thanks a lot.
Can't offer too much help - but plenty of sympathy. If you're developing for the BlackBerry Java OS you're just going to have to get used to having lots of boiler-plate to handle the different devices. I suspect you do the same as me; have a class that runs on startup, reads the screen size and then sets all kinds of static params for font sizes, padding etc etc.

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