Different picture format - Image Viewer - WP8 - windows-phone-8

I got pictures in the isolated storage and i want to display them as well as the WINDOWS PHONE APP does.
I would like to reproduce the same effect that the Windows phone app does when you open the camera roll and you scroll through the images..
I find it particularly difficult because of the image orientation (horizontal and the vertical ones). I fit the vertical ones, but as soon as there are an horizontal picture any fit procedure fails!
Example?
thank you

Take a look at the MediaViewer class in the Silverlight Basic Lens sample. http://code.msdn.microsoft.com/wpapps/Basic-Lens-sample-359fda1b

Related

How to emulate Surface Pro 4 in browser

I have a user who is using my web app on a Surface Pro 4. The app doesn't render very well. The best way I can describe it is that it appears the browser window has been resized to a small size and it's trying to bunch stuff up. However, I believe he has his browser maximized.
Since I don't have a Surface, I've been trying to get both Chrome and Edge to emulate the rendering issues. Here's what I've tried:
Edge: Has a preset for the Surface Pro 4. I figured that once I selected this mode I would see the problem. It's actually the opposite situation. I actually have to expand the browser window to multiple displays to be able to see all the content (even the browser scrollbars). I suspect that's due to the Surface having a higher resolution than my PC.
Chrome: No preset for the Surface and I couldn't find anyone who had the specific settings. I tried 2738 x 1834 and all three of the built-in pixel ratios (1.0, 2.0, 3.0). Chrome zoomed out so that it all fit on my screen. It also had no rendering issues. Changing pixel ratio made no difference.
I'll admit that web UI development is not my strong suit. And it doesn't help that I inherited a lot of this code. But I'm really scratching my head here.
If I try to emulate with a phone preset, then I can see rendering issues because the app isn't phone friendly, nor does it really need to be. That seems to suggest the emulation in the browser is working fine. What's left? The only thing I can think is that he must be using some kind of scaling that's messing things up.
Also, I should note that I had a friend with an iPad (Sorry don't know what model) try the app out as well and he also sees the same bad rendering issues. In fact, he thinks it's rendering worse than the Surface.
Edit 1:
I put together a test page that shows the header from our app. It is here: https://app.astrolabe-analytics.com/surfaceTest
Here are screenshots of the various displays being tested:
Here is Surface Pro 4 Hardware - Notice buttons are wrapping
Next one is iPad Hardware (I don't believe it's the pro version)
Then here is the way I have Chrome set up to emulate the Surface Pro
Surface Pro 4 emulation in Edge. Note that I had to extend the browser window onto my second monitor to take the screenshot.
Finally, the standard appearance in Chrome
It seems that the emulation works well on my side. please check the following screen shots:
Edge emulation for iPad,
Edge emulation for Surface Pro 4,
Chrome emulation for iPad:
Chrome emulation for Surface Pro 4:
Besides, I also found that if we resize the browser window (change the width property), if the width is too small, the text will wrap or disappear. Please check this image:
So, I suppose the issue is related to the CSS style, as a workaround, you could try to set fixed width property (or using the min-width property) for the navbar-nav class, also, you could refer to the following links to use Bootstrap navbar styles:
Bootstrap Navbar
Angular Bootstrap navbar

Why do my webpage images appear sideways in my HTML but correct when in full screen?

If you look at this page, you will see that the right two images are sideways:
http://www.disneypinplace.com/beta/pin.php?id=PD78685
But when you click on them, they appear correctly in full screen view, vertically. I can't see anything wrong in my HTML img code that could cause this.
Can anyone tell me why this is happening? These photos were taken with an iPhone 5 by the way.
This is a particular problem with how the iPhone exports images. Seem this link for a similar situation.
Computers/browsers and iPhone software interpret the camera metadata (details about image, including portrait/landscape) differently thus causing the difference in rendering.
I was able to download the far right image in Pixelmator/Photoshop and save it as a jpg again, making sure it was portrait. This made it so the browser properly rendered the image and did not rotate it 90 degrees.
Were these pictures taken sideways, by any chance? Have you tried editing and "exporting for web" from Photoshop, for example?
Maybe the problem is on the image EXIF (as in you only see the image correctly because the browser reads the EXIF info and rotate it on screen). Exporting it will most likely remove that info from the image file and it might make it correct.
I spent an hour with this that I'll never get back. :)
The Problem
I took the picture on my Samsung GALAXY Tab PRO 8.4. It rendered SIDEWAYS in an Android Emulator as well as in FireFox 42.0.
The Fix
I edited the picture in IrfanView.
I went to Properties_Settings -> JPG_PCD_GIF ->
UNCHECK "Auto-rotate Image according to EXIF info (if available)"
It now renders OK in FireFox. I haven't checked the emulator yet.

How to use single SplashScreenImage.jpg file for multiple Windows Phone resolutions

In documentation stated that it is enough to keep the only WXGA splashscreen file and it will be scaled by windows Phone OS automatically.
To display a splash screen for all resolutions, use a single image
file named SplashScreenImage.jpg that is 768 × 1280. The phone
automatically scales the image to the correct size.
http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj206974(v=vs.105).aspx#BKMK_Splashscreens
But when I'm using the only file no scaling occurs. I still could see black line on the top of the phone during app start.
Sample here:
https://dl.dropboxusercontent.com/u/19503836/SplashSample.zip
Thanks for any suggestions
You'll notice that it says "scale" and not stretch - which is exactly what's happening. Windows Phone 8 supports 3 resolutions (so far)...
480x800 (15:9)
720x1280 (16:9)
768x1280 (15:9)
You'll notice that the aspect ratio of #1 and #3 are the same, but #2 is different - and that's the problem.
For an image to fit all resolutions it would have to be stretched, which would look very bad so Windows Phone 8 doesn't do that. Instead, it scales the image to fit the screen but a black/white bar appears at the top of screen for #2.
The only way to avoid the black/white bar at the top of the screen is to create 3 separate splash screen and specify them in the WP8 manifest file.
Note: Making your app work and look correct at multiple resolutions is what every app developer should do. All the major platforms (iOS, Android, Windows 8, etc) support multiple screen sizes and/or resolutions so creating multiple icons sizes, splash screen sizes, background images, and other assets is part of the jobs.
I don't think a "splashscreen.jpg" is a good choice in wp8 any longer, even the templates of sdk doesn't have one.
The reason is if the firts page of your app is massive and your have a splashScreen, you may find your screen blink when starting.
So I would add a blank page and set it as the first page. Also you can add your "Splashscreen" Image here.

Starling game resolution in multiplataform

We're building a game in starling, and we want it to be multiplataform, but we found some problems with resolutions,
we have designed the game for iPad, and we want it to run in samsung galaxy tab 10.1 and iPhone,
The problem we have in SGT 10.1 is that we want to center the content and add an extra background to fix the black tires in the sides, and in iPhone 4, the content is bigger that the screen...
do you know a way to solve it?
Thanks
Here is a link that explains how to develop for multiple resolutions in starling:
http://wiki.starling-framework.org/manual/multi-resolution_development
If your assets were created from vector graphics, and don't want to stretch the result bitmap. or you don't want to include several texture atlases.
There's an open source library that should do the trick: https://github.com/XTDStudios/DMT
This library renders the vector assets according to what you give it, and cache it on the device.
online tutorial: http://goo.gl/6NhQk

Advertising display kiosk. Would a browser be ok?

I am considering a project in which workstations, connected to a central server display various content under the control of a central timeline.
Requirements are that the kiosks could have various compositions of monitor and an extended desktop. This screen space would be use to display images, movies or various mosaics of images and movies.
For example, a machine with 3x3 monitors might be configured to display video in the lowest right four screens, a title on the top three videos and whatnot elsewhere.
I am figuring out how to create the viewer. I think that sticking to web technologies I know well would be good and using JavaScript for the timeline engine sounds easy.
As for codecs and video drivers I think I would stick with Chrome, Css3 and Html5, I think I can require Chrome and Windows 7.
There are a few concerns, though.
Will there be performance problems considering video split on different monitors on an extended desktop?
Will it be pixel predictable to size and stack divs so that images fit inside a physical monitor or monitor group?
Thank you all.
A great solution for this is Adobe AIR. You are already talking about HTML, might as well check that out.
The nice thing is that AIR provides facilities for kiosks. Check out this link:
http://www.adobe.com/devnet/flex/articles/flex_kiosk.html
Just replace everything there that says Flex with HTML/Javascript. The platform functionality is available to both technologies.
As for stretching a browser or AIR app across multiple screens, I believe you would have to manually position the window yourself. I.e., if you maximize an app window on a multi-monitor setup, it expands to the size of the monitor only, not the entire viewable area. You likely will have to manually position/resize in Javascript.
As for using Chrome as a client, see this thread:
http://www.google.com/support/forum/p/Chrome/thread?tid=12bde481a208c4ca&hl=en
It doesn't look like Chrome supports a kiosk mode.
Browser shouldn't be a problem at all. Just remember the architecture - you'll need a server somewhere and each kiosk will be a client. Just set up a port/url for your app and there you go. Chrome has some features that allow you to prevent users from exiting the app. I forget the specifics, I believe it involves incognito mode and something
Company I work for does something a lot like this. We make 'apps' that run on iPad and another touch screen device called MSI (btw - one of the advantages here is the freedom of using different client platforms), but not in the typical Objective-C way. Theres a server with a LAMP stack and the client uses the browser.
Will there be performance problems considering video split on different monitors on an extended desktop?
I think more than multiple monitors what you really have is multiple clients. This is interactive to some degree right?
Will it be pixel predictable to size and stack divs so that images fit inside a physical monitor or monitor group?
Yes. I don't really do artsy design and display details so I can't comment on specifics. But I don't think this is too hard - especially if all the clients are similar. Majority of this would be dictated by CSS.
EDIT - took a look a what we do on chrome. between running on start up, using kiosk mode and incognito (both can be runtime flags) and the regular F11 kind of full screen, you should be pretty much there
Will there be performance problems considering video split on different monitors on an extended desktop?
IMHO screen space does take a little toll on your video processing. You will need a relatively good video card to support such huge amount of displays. I am a user of dual screen on ATI Radeon HD 5750 (1GB), and I can do intense gaming on my main screen while read news and be on twitter on my other screen.
Will it be pixel predictable to size and stack divs so that images fit inside a physical monitor or monitor group?
DIVs can be easily styled and positioned using CSS. You can define the number of pixels for both width and height. And if you do your storyboarding and layout design, everything should fit in your window.
However the trouble for you is that I assume you're stretching the browser window across the 3x3 screen. I recommend you to instead have one browser window per display.
I've tried that Chrome can full screen on each display without exiting-full-screen-mode on the others.