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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I'm trying to test an application for the Apple TV 4k. In order to test it the best possible way, I want to scale the simulator to be 'pixel accurate.'
For some reason Apple TV 4k simulator does not resize to the real Pixel accurate size. The iPhone X however does scale to the correct size.
I did scale to Pixel accurate or cmd+2
Does anyone have the same problem, and how can I scale the Apple TV 4k to the Pixel accurate size.
i'm using XCode Version 9.1 beta (9B46)
Has anyone successfully used an IKImageBrowserView with a Retina Mac? What I get is that the image size is wildly misinterpreted. Previously I was using CGImage images which don't have a logical size, so it makes sense that the browser can't draw the at the right size. However, I've switched to NSImage, created using -initWithCGImage:size: and that still doesn't work right.
My images are 244x184 pixels and should be drawn at a logical size of 122x92. When passing 122x92 as the size, they are drawn way too large, at about 180 pixels wide. If I pass exactly half this, 61x46, the size is correct, but the image looks downscaled and not sharp. If I pass 122x92 and run with NSHighResolutionCapable set to NO in Info.plist, everything works well.
My conclusion is that IKImageBrowserView is not Retina compatible even with the 10.10 SDK on a Retina MacBook Pro running OS X 10.11. Or am I missing something? Any pointers would be appreciated!
I discovered that I wasn't really thinking the right way. The browser is supposed to always scale its images, so that's why the Retina-sized images ended up larger. I just subclassed the browser to be able to use a custom cell and customize the image frame per cell. There are however some subtle bugs in the browser that cause it to scale the images just a little bit in Retina mode, but I was able to work around that by creating a custom foreground layer for each cell that contains the image without scaling. Problem solved. Hopefully this will help someone else in the future.
I am working on a game in Unity3d and I am facing a bizarre problem. My NGUI elements are turned into a black area when I run the game into iPod4 and iPhone4. However it is working well in iPad, iPod5 and iPhone5.
It seems to me that in iPod NGUI is not able to get the corresponding Atlas. Even the UIlabel are being shown as a black area in NGUI. Does anybody know what the problem might be?
Is there any memory problem on a lower capability device that might cause this?
Black sprites in NGUI on mobile platforms are usually caused by your atlas being larger than what is supported by the hardware. It's a simple physical limitation. The hardware simply does not support textures of a larger size.
The iPad and iPad2 (originally, though this changed) are limited to 2k textures. The iPad 2 (now), 3 and 4, as well as the Mini, the iPhone 4S and 5, and the iPod 5 do have 4k texture support.
So that explains the issues you were having. A simple hardware limitation.
Hey guys I got the solution. The problem caused by NGUI Atlas which was of 4096*4096. I have lower the atlas's resolution 2048*2048. Now everything is fine.
Black sprites in NGUI on mobile platforms are usually caused by your atlas being larger than what is supported by the hardware. It's a simple physical limitation
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
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.