How can I specify a custom display resolution on Fedora 35 (GNOME Wayland)? - fedora

How can I specify a custom display resolution on Fedora 35 (GNOME Wayland)? I've tried changing Displays > Resolution, but the maximum resolution available is 1920x1080 (16:9). I would like to set the resolution to 2560x1080 (21:9).

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Chrome console toggling devices for CSS edit

I open my console, I go to toggling devices(on top left of the console), then in the middle of the page, there are options for to me pick (iphone/galaxys) which would fit the screen, but I want to develop my stuff for 15 and 13 inches of computer devices, I am on a 17 inch device, how do I achieve that?
The idea you're developing for a certain 'size' of device is a common mistake when starting with responsive design. Instead of physical size, what you're really developing for is resolution.
When you select the iPhone or Galaxy option from the dropdown you'll notice it pre-populates the height and width inputs:
So, if you want to design for 13" or 15" device, what you really want to know is the resolution of the device. For example, the current 13.3" Macbook Pro has a resolution of 2560-by-1600 pixels. While a Dell XPS 13" with QHD Display has a resolution of 3200-by-1800 pixels.
To design for the standard 13" to 15" sizes, you'll want to set the option to Responsive, then set the resolution to 2560-by-1600, or in that ballpark.
Also, in the Responsive mode, you can simply drag the right-side and bottom-side to resize the window. This makes it possible to see how your site will appear on a range of resolutions really quickly.
PS - I didn't downvote

Retina - Correlation between device pixel ratio and size of image?

I don't quite understand what the window.devicePixelRatio value is, and how it dictates what size image (2x, 3x, etc) I need for that device.
For instance, on an iMac 5K Retina (Late 2015), I'd expect the pixel ratio to be at least 3 or so, but it's actually 2, the same as an iPad Air and iPhone 6s. Does that mean it prefers a 2x bitmap? 3x?
devicePixelRatio is the ratio between physical pixels and device-independent pixels (dips) on a given device. You can think of dips as what the display "acts" like.
For example: a non-retina 27" iMac has a width of 2560 physical pixels. Everything is displayed 1:1, so it's also 2560 dips wide, so the devicePixelRatio is 1.
On your retina 27" iMac, the width is 5120 physical pixels. But the display "acts" like it's only 2560 pixels wide, so that everything is shown at the same physical size as the non-retina iMac. Therefore, it's still 2560 dips wide, so the devicePixelRatio is 2 (5120 / 2560), and you would serve 2x images.
(You can look up what the dips values are for your system – if you have a retina display – by going to System Preferences > Displays > Display and switching the Resolution toggle to Scaled, then hovering over the different options. For Default, on the 5K iMac, it'll say "Looks like 2560 x 1440").
To date, standard practice for graphics destined for Retina displays is still to provide an image that's twice the usual, non-Retina size.
Reminder: it is good "bandwidth hygiene" to serve an image only as large as needed for the current user's device size and resolution. Solutions to that are outside the scope of this question.

Which screen sizes consider when designing for Windows Phone 8.1?

I'm writing Windows Phone 8.1 application (I don't care about tablets and desktops in this case) and I'm not sure which screen size psds should I ask from a graphic designer?
I have read design guidlines for Windows Phone 8.1, I get the system of scaling images and their name convention, but I haven't found the advice which screen sizes should I consider in real?
I got a psd from graphic designer in size 720x1280 and there is a background image. Is it enough?
If I get it right, Nokia Lumia 1520 has a screen resolution 1920 x 1080 so I need also that size, right?
How scaled psds do you usually get from a graphic designer for Windows Phone?
Thank you
Windows (Phone) uses a scale factor depending on the pixel density (DPI) of the device. Therefore, there is no default resolution any longer.
Screens with high DPI get a high Scale Factore applied, so all resources are scaled up together with the (all vector based) UI.
Image assets get automatically scaled up, but you can add the scaled items by hand for better results.
So the answer to your question probably is: Yes, it is enough, but you can add additional higher resolution assets for better results.
Also, Phone Store apps allow you to create bundles, containing only the assets for the device you install the app on (if it is installed from the store), so you don't need to care about package/download size.
See:
Quickstart: Using file or image resources
Guidelines for scaling to pixel density
It depends on whether you are building for Silverlight or Windows XAML.
For Silverlight, all phones are considered to be 480 x 800 pixels (for 15:9 devices) or 480 x 854 pixels (for 16:9 devices). The platform will map each of those effective pixels to either 1, 1.5, 1.6, or 2.25 physical pixels depending on the actual resolution of the panel (WVGA, 720p, WXGA, or 1080p). So all UI designs should be built for 480px wide, but you can build higher-resolution assets if needed.
For Windows XAML apps, the story is more complicated. The effective resolution of phones ranges from 384 x 640 up to around 450 x 800 (and possibly higher), based mostly on the physical size of the device. Scale factors range from 1.0 to upwards of 2.4, and each effective pixel is "bigger" in terms of actual physical size compared to Silverlight pixels.
There is more information in my //build talk

Override 336px Chrome Minimum Window Width

A recent update to Google Chrome (for Windows) has increased the minimum window width to 336 pixels. I can no longer test at 320px for mobile devices. I have installed the Window Resizer Plugin, but clicking on its smallest size only decreases the width to 336 pixels instead of 320. Is there any way to get around this new minimum, or do I have to switch to a different browser?

Is there a bug in the Game Closure Browser Simulator, such that the device.width and device.height are incorrect

I am using the Game Closure browser simulator which states that it is a 600x800 window.
I am printing the device size when the application starts:
console.log(device.width);
console.log(device.height);
It is displaying this as 320 x 480 (that is width x height):
320
480
The log also says this:
LOG platforms.browser.doc resize 320 480
The same thing happens when I use the facebook simulator.
The trouble is that I am trying to use device.width and device.height to scale my game to full size of the screen, regardless of the system.
If this is a known-bug, is there also a known work-around?
Thanks!