android,canvas,bitmap,screen-resolution,ondraw
If you want the same speed in all devices then you need to multiply the increment value with density. Let's say your increment value is 1px then you need to use 1 * getResources().getDisplayMetrics().density; This will make sure that in higher density devices the increment value is more to keep...
html,css,media-queries,screen-resolution,dpi
Retina devices like the iPhone and iPad usually use 2 device pixels = 1 CSS pixel. So a media query like this: @media all and (max-width: 320px) { } actually will target an iPhone (portrait), even though it is 640 device pixels wide....
css,resolution,screen-resolution
First of all, you need to have a container of all your element. Every percentage value is based on it's container. And for scrollbar, may there in your site container have CSS overflow: hidden, so you need to remove it or change it to overflow: auto I think you...
You would need to make it "responsive" somehow... Using media queries as stated by Log1c is an option. Maybe this post (http://java.dzone.com/articles/getting-started-responsive-web) might give you a good idean on what needs to be done.
ios,objective-c,ipad,screen-resolution
It's because of Retina screen. The actual screen size is presented in points (not pixels). Retina displays got higher (2x) pixels density therefore to get screen's size in pixels you have to multiply it by [UIScreen mainScreen].scale. This scale factor equals 1 for normal displays and 2 for retina.
The SDK does take the scale factor into account when laying out views. This is why you'll see "integral" frames with fractional values of .5 on a @2x device, or .33 and .66 on a @3x device. In other words, the layout system will make an effort to align to...
ios,size,screen,screen-resolution,screen-size
If you want to support native resolution of iPhone 6/Plus, you need to add launch images (prior to iOS 8) or launch screen xib (iOS 8). iPhone 4/4S: 640 x 960 iPhone 5/5S: 640 x 1136 iPhone 6: 750 x 1334 iPhont 6 Plus: 1242 x 2208 That means you...
html,image,resize,screen-resolution
You can consider using something called Media Query which allows you to have different stylesheets for different devices used to access your website. Inside a <style> tag, you can write something like the following: @media screen and (min-width: 400px) { h1 { background: black url('test.jpg') no-repeat 50% 50%; } }...
vb.net,winforms,screen-resolution,windows-controls
Add a mouse click event to your picture box Then use the MouseEventArgs to get the mouse position inside the picture box. This will give you the X and the Y location inside the picture box. Dim PPoint As Point Private Sub PictureBox1_MouseClick(sender As Object, e As MouseEventArgs) Handles PictureBox1.MouseClick...
ios,ios8,xib,screen-resolution,iphone-5
I solved the problem. Before that, I checked which device the app is running in by: [VSUtils isIPhone5Screen]. On iOS8 it doesn't work. I have done so: #define SYSTEM_VERSION_EQUAL_TO(v) ([[[UIDevice currentDevice] systemVersion] compare:v options:NSNumericSearch] == NSOrderedSame) #define SYSTEM_VERSION_GREATER_THAN(v) ([[[UIDevice currentDevice] systemVersion] compare:v options:NSNumericSearch] == NSOrderedDescending) #define SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(v) ([[[UIDevice currentDevice] systemVersion]...
c#,.net,winforms,screen-resolution
You can do a lot by using nircmd nircmd.exe setdisplay 1366 768 32 Also it is not programmatically but you can start a Process and call this utility. Forcing the user to change the resolution is not a good practice. Try adapting your design to support different resolution. Also you...
java,coordinates,screen-resolution,java-2d,mouselistener
the best way would be to not work with pixel coordinates but with percent coordinates. on the screenshot, your board has a top offset and a left offset, as well as a width and a height. for the current mouse x position, subtract the left offset and divide by the...
ios,ipad,retina-display,screen-resolution
After a discussion in comments...! If you run an iPhone only app on an iPad it will simulate a retina device and report a scale of 2.0. We know (from the above!) that the iPad mini (gen 1) does this as well as the standard iPad 2 running iOS 7...
In general: This list will automatically contain all available video modes reported by the selected rendering API drivers. If you are certain that your current API and drivers should allow more, you could debug the respective _initialise() function, e.g. for D3D11 in OgreD3D11RenderSystem.cpp: RenderWindow* D3D11RenderSystem::_initialise( bool autoCreateWindow, const String& windowTitle...
flex,layout,rows,mxml,screen-resolution
You should be able to use a Tile element. It automatically wraps elements to a new line if the screen isn't wide enough to accommodate everything: <mx:Tile id="myFlow" direction="horizontal" width="{width-30}" paddingTop="0" paddingBottom="0" paddingRight="0" paddingLeft="0" verticalGap="0" horizontalGap="0"> <mx:Label paddingLeft="10" text="anytext1" /> <mx:Label id="warn12" text="anytext2" /> <mx:Button label="Do Something1" click="{cf.doSomething(1)}"/> <mx:Label paddingLeft="0"...
osx,vim,screen-resolution,macvim
Found and squashed, well not exactly. If I launch MacVim from the terminal mvim ... there are no problems. The issue is when running the app from the GUI, i.e., clicking on icon....
php,screen-resolution,aspect-ratio
<?php // create class to easily add and store resolutions class Resolution { public $x; public $y; } // create our original resolution and calculate its aspect ratio $origRes = new Resolution(); $origRes->x = 640; $origRes->y = 480; $originalRatio = ($origRes->x / $origRes->y); // create valid resolution $firstRes = new...
android,canvas,drawing,scaling,screen-resolution
You can use a dp value instead of pixel. I think this should do the trick. myCanvas.drawCircle(crcl.x, crcl.y, dipToPixels(getApplicationContext(),crcl.radius), selected_paint); This function converts dp to pixel. public static float dipToPixels(Context context, float dipValue) { DisplayMetrics metrics = context.getResources().getDisplayMetrics(); return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dipValue, metrics); } ...
html,css,image,screen-resolution
HTML : <div class="img-div"> <img src="path-to-image"> </div> CSS : .img-div { height:100%; width:100%;} img { max-width:100% } ...
Does anyone have a hint, what folder name I have to use, to provide a dimens.xml ONLY for screen resolution number 2? I don't think it is possible, at least not with w or h qualifiers. Why? According to Providing Resources guide on Android Developers you can specify minimum...
The solution - thanks to tolanj public static Size GetOptimalScreenResolution() { var scope = new System.Management.ManagementScope(); var query = new System.Management.ObjectQuery("SELECT * FROM CIM_VideoControllerResolution"); UInt32 maxHResolution = 0; UInt32 maxVResolution = 0; UInt32 maxHForMaxVResolution = 0; using (var searcher = new System.Management.ManagementObjectSearcher(scope, query)) { var results = searcher.Get(); foreach (var...
android,design,tablet,screen-resolution
Max width is 1536px, place all your images in the xhdpi folder. You can overwrite whatever you already have in there, even if they're already drawn at the standard width of 720px. They scale the same on both mobile phones and the Nexus 9. Trust me. It just works. Nexus...
javascript,jquery,screen-resolution
In general, avoid the == for scrolling because if the scroll is off by even .0001 it will resolve as false. Also replace $window with $(window). $($('.entry').get(0)).addClass('expanded'); $(window).on('scroll', function (e) { var availableScroll = $(document).height() - $(window).height(); var x = $(window).scrollTop(); if (x > 820 || Math.abs(x - availableScroll) <...
ios,iphone,ipad,screen-resolution,ios-universal-app
Check the answer to this question: Q: Black bars showing when running app on iOS 7 (4 inch retina display) A: http://stackoverflow.com/a/18913189/4666621 You're probably missing the image [email protected]
c#,windows-phone-8,screen-resolution
You need to add 2 parameters, while you initializes a new instance of the Uri class . new Uri("background.png", UriKind.Relative) Next step is to add image to the project. Image Path: Assets/background.png The last step is to add image to the View. LayoutRoot.Children.Add(myImage); Image myImage = new Image(); myImage.Source =...
android,bitmap,out-of-memory,screen-resolution
The following has worked for me in similar situations: Android doesn't really free a bitmap after it drops out of scope. Leaving a high memory usage that quite often does not get cleaned. Keep a handle to the bitmap you are setting private Bitmap storedBitmap = null; Change the OnClickListener()...
xcode,ios-simulator,screen,scale,screen-resolution
I think your simulator is displaying at 100%. iPhone 6 Plus renders at 1242 x 2208 pixels. That seems to match your screenshot. The problem is that the phone itself displays at 87% to fit its 1080 x 1920 display....
css,twitter-bootstrap,screen-resolution
You need to change line 247 from <div class="col-lg-8"> to <div class="col-md-8"> Otherwise that column will draw bigger than it is supposed to and cover up the Carousel....
android,screen-resolution,screen-size,multiscreen
540 x 960 devices access drawable-hdpi values-hdpi folders. please update your hdpi folder and check. or u shud create layout res/layout-w540dp-h960dp/layout.xml for specific size device,...