I have a ribbon-base app and on it's toggle buttons I'm placing PNG icons - 32x32, 32 bits. But when I'm launching the app the image on the ribbon button looks corrupted. Just to checkk I've create a simple button control with the same image on it - and it looks ok. see the screenshot here - http://i.imgur.com/0zct9cf.jpg
I've tried to add RenderOptions.BitmapScalingMode="HighQuality" and RenderOptions.EdgeMode="Aliased" to my app window tag - no luck.
Can someone explain whyRibbonToggleButton corrupts the images on it?
Thank you!
Try saving the image with a program that supports setting the DPI in the metadata, for example IrfanView. I had a similar problem and changing the images DPI to match the screen fixed it for me.
Open the image in IrfanVIew and press shift+i to open the image information dialog
Change the DPI to match your screen
Save the image
I have not tested this on a screen that is set to a different DPI, so I have no idea if this will look even more horribly wrong then.
Related
I add 1125x2436 launch image as left for iPhoneX. However, I get the strange result in simulator as right. I have not idea what causes that.
Update:
I found that is "Landscape" launch image be read on iPhoneX simulator, and not "Portrait". Even my app is set "Portrait" Device Orientation only. If I remove the "Landscape" launch image, and app seem use the "Portrait" image instead while it can not found the "Landscape" image. I still not idea how to fix it.
I'm creating the splash images for my app but I've got some questions:
Can I create of all them at once? I've seen some repos for this but
there are not updated with new sizes (e.g 2048x1536)
Would be possible to use the same image for different sizes?
My phone is 1920x1080 but there is no splash screen size for that so it takes one and applies a disproportionate image. If I've got
text on it it looks really badly.
What happens with the rest of images when I build? Meteor removes the rest? Are located in resources/splash.
Could be possible to use a html with css page?
Thanks in advance!
Next time you should consider splitting your questions into independent posts.
Creating splash images: if your image is simple enough, indeed you have many scripts that can generate the different sizes automatically. I am sure you can customize them to fit your sizes.
Use the same image for different sizes: in general, that would mean your image will be stretched by the device to fill the screen. On Android, you can define a 9-patch PNG that will tell the device which pixels can be stretched, so that some part(s) of your image is not deformed.
Deformed image for 1920x1080 screen: depending on the pixel density, there should very probably be a placeholder for that.
Storage of image versions: by default, all versions (i.e. sizes) are packaged within your APK / APP, so that whatever the device needs will be available once user has downloaded the app.
Using an HTML+CSS page for splash screen: in general, no, but it depends on what you want to do with your splash screen. Meteor calls it "launch screen", because it is the first thing it displays while the app is loading / "launching". In particular, the WebView and local server may not be ready yet, and cannot serve any HTML/CSS. That is why you have to use a plain image, which is passed to a very simple activity while the app is loading. But some people also use a "waiting screen" between some parts of their app. In that case, your WebView and local server are already loaded, and you can simply use whatever you want.
Update:
For Android, if 9-patch PNG does not fit your need, you can also try to request Cordova's splashscreen plugin to maintain the aspect ratio of your image:
https://cordova.apache.org/docs/en/latest/reference/cordova-plugin-splashscreen/#preferences
<preference name="SplashMaintainAspectRatio" value="true" />
"SplashMaintainAspectRatio" preference is optional. If set to true, splash screen drawable is not stretched to fit screen, but instead simply "covers" the screen, like CSS "background-size:cover". This is very useful when splash screen images cannot be distorted in any way, for example when they contain scenery or text. This setting works best with images that have large margins (safe areas) that can be safely cropped on screens with different aspect ratios.
In Meteor, you would use App.setPreference in mobile-config.js:
App.setPreference("SplashMaintainAspectRatio", true, "android");
We use Icon Overlays to show a state to the users. All but one of our icons are shown sharp.
This unsharpness only happens when we set the explorer to the large icon view.
We can't figure out why this happens.
We tried different tools to create th icon file.
This is the result :
And we started from this image:
You can find the source files (png's) and the ico file here
Does anyone knows how to fix this or what is causing this?
It looks like a specific of Windows resize engine.
In large icons mode shell uses 48x48x32 icon. I created icon with grid:
And shell draws this icon without any interpolation:
And it looks like there is no solution of your problem.
Now i am using macbook pro with 13 inches.
Yesterday i upgraded XCodes version to 4.3.2.
In that iPad Simulator is too big and iPad Retina Simulator is also too big.
It's not fix my screen.
iPad Retina Simulator size is take all of my screen and it's can only show iPad's dock.
I can't see overview iPad screen.
I always scroll down and up to test.
When i change Simulator's Window > Scale into 75 %, It's still too big.
50% is too small and can't see anything clearly.
When i develop with XCodes 4.2 , iPad Simulator is fix size and okay to test.
I want iPad simulator size fix my screen.
Is there anyways?
If my question is out of question, so sorry for that.
Thanks.
Maybe it's because the iPad 3 have a really large resolution (2048x1536). That's more than most computer screens. You will need to zoom out to display the entire screen just because of this, or you must get a larger (higher resolution) screen for your computer if you don't want to scale the program.
The reason for this is that the iPad 3 have much tighter pixel density than most other computer screens so each pixel on the iPad is smaller than each pixel on your computer screen.
What you can do is make the simulator start by suppressing the title bar and your dock if it happens to be shown.
Follow these steps, please be responsible and back-up your files before editing anything as I do not take responsibility for things going wrong.
Before you start close any running simulators.
In Finder Press CMD+SHIFT+G and enter the folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone Simulator.app/Contents/; this folder may differ for you depending on your location of the simulator/SDK.
Backup the file called Info.plist
Copy Info.plist to your home directory.
Double click Info.plist in your home directory. You will be presented with the plist editor.
Select the first entry called Information Property List and click the plus (+) sign immediately to the right.
Enter Application UI Presentation Mode into the Key field of the new entry, tip: it will auto populate after typing Application UI.
Enter 4 in the Value field, this will then change to All Suppressed.
Save and close the file.
Replace the original plist file with this new one, remember to back the original up first.
Now when you run the simulator it will not show the menu bar when it becomes active. The reason you needed to copy the file to your home directory is because you do not have write permission to it. It also stops you mucking it up and preventing the simulator running while editing the file.
You can apply this trick to any application by finding it's plist file, thus I also change Xcode.app to do this too.
You will need to scale the simulator to 75%, however it will now be almost the full height of the screen with no loss of the iPad window.
Now It's more flexible with Xcode 9- Simulator. You can pick & drag any corner or simulator to resize it and set it according to your requirement.
Look at this snapshot.
https://apple.stackexchange.com/questions/205865/ios-simulator-screen-size-not-equal-to-window-size
does anyone know if there is some way (Applescript, secret .plist defaults setting...) to view an iPad simulator window on fullscreen (or borderless)? It would be very handy to show it on a second 1024x768 display at native resolution. The simulator's vertical size when in portrait is simply too high even for a fullHD monitor... the border is too thick and the window cannot be moved offscreen above the upper edge.
Copy the Info.plist file that resides at /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone Simulator.app/Contents/Resources/Devices/iPad.deviceinfo
onto your desktop. This folder is write protected and even with root enabled it crashes xcode if you try to edit it from here.
Double click on the file and edit the plist in Xcode change the width variable to 1000 and the height variable to 1800. (I'm running this at 1366x768 and these settings worked. tweak if you need to) Save it.
Copy your edited plist file and paste it back into the original folder and replace the existing file. Run your app. Rotate the device to landscape orientation.
Bask in the glow of a full screen window running ios.
Selecting:
Window -> Scale -> 100%
Will make twice bigger than default
Maybe this will help?
https://plus.google.com/u/0/115321914207029284487/posts/gcqBJej1g4R
I guess, you can edit the frame.png to make the border even smaller. Maybe even nonexistent.