I need to find the pixel resolution of each screen my desktop app is connected to. The QDesktopWidget will do this. The docs say that it is obsolete, but they don't recommend what to use instead.
Any thoughts?
Use QGuiApplication::screens to get a list of QScreen objects.
Related
looking for a Weex way to set screen orientation to landscape. Seems like the NAT orientation API simply says what the orientation is. Is this something that should be done in the respective Android or iOS builds?
as API document says weexpack plugin add nat-device-screen this is enough.
I'm trying to detect the screen (not the Window) Width and Height.
I know that people use Window.Current.Bounds, but that gives me the Window size, not the screen.
I found this article (http://blogs.microsoft.co.il/tomershamam/2012/07/24/get-screen-resolution-in-windows-8-metro-style-application/) from Israel's Blogging Community. But it uses C++, is there any other way?
you can use the SystemInformation.PrimaryMonitorSize you can find it into : System.Windows.Forms
if you work into c#.
See the doc here : http://msdn.microsoft.com/fr-fr/library/system.windows.forms.systeminformation.primarymonitorsize(v=vs.110).aspx
I have created an application with a screen resolution of 640 x 360 for the nokia n8. It includes a lot of flickables, labels, etc. I want it to run on the nokia e6 with a resolution of 640 x 480.
Up to now I have simply copied the the QML file and modified it for the new resolution but it's getting a little tiresome to do it for each update. I want to know if there is any simple way I can get it to automatically fit the output to any screen resolution? Or if there is something else I can do to simplify my task. I would prefer not to use anchors because it makes it too complicated to design the QML file.
How about using QApplication::desktop()->availableGeometry() to set the geometry of your application window?
From the docs:
QDesktopWidget::availableGeometry()
Returns the available geometry of the screen with index screen. What is available will be subrect of screenGeometry() based on what the platform decides is available (for example excludes the dock and menu bar on Mac OS X, or the task bar on Windows).
Addressing your comment below:
does it re size the entire screen
The const in QDesktopWidget::availableGeometry() const tells you that you can be pretty sure that the function doesn't alter anything. You'll need to do the resizing yourself.
Edit: The QML docs should give you the information you need to automatically change your application geometry. You could either change the geometry of the QML object from C++ or define your available screen geometry as a Q_PROPERTY and access it from QML. I'd recommend the former, as hooking up to the signal QDesktopWidget::workAreaResized might help you on mobile devices where your available geometery may change.
Actually you should avoid hardcoding the interface pixel by pixel and start using anchors. Ther will be some phones that have yet another screen resolution and then you have to create new QML for each of them. With anchors you can let the content fill all available space
I need to draw Line, Circle, and rectangle by mouse drag on canvas and then i need to to move and resize the drawn shapes.
How i can perform this in flex as i am new on this platform.
Please suggest me the method or refer any example with source to make it understand to me.
Please Help.
Thanks in Advance.
There is no such native feature in Flex. But, there are a couple of options, commercial and not:
http://www.rogue-development.com/objectHandles.html (free)
http://www.flashcomguru.com/components/flex_whiteboard/whiteboard_demo/ (payed)
You can do it by hand, if you wish, it's not very hard. I advice you to use Degrafa (http://degrafa.org/) for the actual drawing since it is way easier than native drawing API and it is opensource.
Is there a preferred way to handle animation when using Flex -- For instance, if I want to render a ball and bounce it around the screen?
If you're building a Flex application, you should use Flex's native Effect classes. They're probably already compiled into your app, since the core components use them, and you won't increase your SWF size with duplicate functionality like you would if you used another library. For simple animations, either mx.effects.AnimateProperty or mx.effects.Tween should work well.
If you're working on a regular ActionScript project (without the Flex framework), then I concur with the answer given by Marc Hughes. However, if that's the case, then please don't say you're using Flex because that implies that you're using the Flex framework and it can be very confusing. If you mean Flex Builder, then please use the full name to avoid potential misunderstandings.
You can't always use Flex's effect class with plain sprites. Certain effects expect your target object (the object to be tweened) to implement IUIComponent interface, while others don't. So you can either use mx.effects.Tween, or if you must use the one of the effects classses, you will need to coerce your sprite into a UIComponent.
Another option is to use one of the tween packages suggested above or roll your own with goasap!
goasap
I prefer to use a tweening library for things like this. Check these out:
Tweener
TweenLite / TweenMax
KitchenSync
I've had good luck actually using the first two, and have read great things about the last one.
You can use mx.effects.AnimateProperty even though your target is not a UIComponent.
If the tween you want to acheive is a simple one (Move, Resize, Fade etc) this saves you writing the boiler plate code that mx.effects.Tween requires.