winrt xaml independence from resolution - windows-runtime

I'm working on Windows Store application basically developped for screen resolution 1366x768.
But for anothers resolutions I want to provide proportional adapting when all content is shown on the screen in the same proportions like it would be shown on the defined screen resolution (in my case 1366x768).
Is it possible to provide something like static resolution for application or may there is another ways to reach this?

Try using a ViewBox and set the child element to 1366 width, 768 height. The contents should scale proportionally to whatever resolution the user's device is.

Viewbox will use letterboxing (or empty space) on the sides / top & bottom if necessary. Multiple resolution issue.
Better approach will be to use Adaptive layout. Guidelines for scaling to screens
Sample implementation using Grid control can be found at Multi-resolution apps for Windows Phone 8

Related

full screen rigid webpage with flexible divs

How to make a webpage the size of the client device screen, and make it insensitive to the browser viewport size, in a simple and cross-browser way ?
with flexible divs the size of the container the size of the device screen.
thanks
This is pretty easy to find with a quick search...
You'll need javascript and use the screen object
Specification
Duplicate Question

Cocos2d-x: how to make full screen background?

In my cocos2d-x game, my design resolution is 768x1024 (portrait), and I using "kResolutionShowAll" strategy (since I want to obey assets ratio). On some screen resolutions (e.g. Windows 8 PC 1920 x 1080), I have black borders on the sides.
I want to avoid these borders. My idea is to place some image as a background and to stretch it in order to fill the whole screen, and this way to avoid black borders (so, the scene should be rendered on top of that background).
My question is: how to do that? No matter how I trying to scale my background image, it always rendered within display resolution...
Thanks!
First thing first, find out the max resolution of the device family you are targeting. For example, if you are targeting Android family then the max resolution is >>> 2560x1600 (nexus series)
You can create your assets in this resolution then scale them according to different aspect ratios of devices (the scaling strategy, which in your case would be "kResolutionExactFit")
Btw, there is no harm in showing borders, several games do that. When we faced this issue, we applied the same strategy as I mentioned above(2560x1600 resolution images, with kResolutionShowAll strategy) Also, we set "setDesignResolutionSize" to "(1600, 2560)"
So, on 2560x1600 res. devices it fit well, but on 1920x1080/1280x720 devices there were borders. Please note that images that large can also result in a black screen when rendered, i.e, if a device is incapable of rendering an image(image greater than maxtexturesize of the device), cocos2dx won't render it.
In this case you can use,
CCConfiguration* conf = CCConfiguration::sharedConfiguration();
conf->getMaxTextureSize() // to check if a device is capable of rendering such image, if not you can use a lower resolution version
Or, you can also have 2 diff design resolutions.
Having said that, if you stick with "kResolutionShowAll", your game might look stretched. Just for reference, I have shared the definitions of different strategies;
kResolutionShowAll
According to the width and height of screen and design resolution to determine the scale factor, choose the smaller value of factor as the scale factor. This can make sure that all the design area can display on screen, but may leave some area black on screen.
kResolutionExactFit
Set the width ratio of the screen and design resolution as scale factor in X axis, set the height ratio of the screen and design resolution as scale factor in Y axis. This can make sure the design area cover the whole screen, but the picture maybe stretched.
kResolutionNoBorder
According to the width and height of screen and design resolution to determine the scale factor, choose the larger one as the scale factor. This can make sure that one axis can always fully display on screen, but another may scale out of the screen.
taken from,
http://www.cocos2d-x.org/wiki/Detailed_explanation_of_Cocos2d-x_Multi-resolution_adaptation

Images pixelated in higher resolutions

I'm developing a game using libGDX framework but I have some problems trying to adapt it to different resolutions. I'll give an example of the problems I'm having.
I use Scene2D to show a simple menu. That menu have some buttons with textures loaded from a texture atlas (button textures are 9patch). In desktop, with a resolution of 800x480 the buttons look nice (even the BitmapFont) but in Android, where I use setViewport to keep the width (800px) but scale the height keeping the aspect ratio, I get pixelated images. I think that this is because my mobile higher resolution. The whole stage must be scaled to fit so the images appear pixelated.
So, my question is, what is the best way to solve this? How can I support different resolutions without end with a pixel art look?
What resolution is the android device you tested it on? You said you've used 9-patch images. This should not produce pix-elated results unless your setting them to a size and then modifying their scale(difference between screen resolution and viewport size). If you don't want any scaling you should use your screens width or height for the viewport and calculate the other one by keeping your aspect ratio. This means that you'll have to build all your object's sizes at runtime based on your new viewport.
There isn't a one way fit all solution for such problems so you'll have to find which one suits your app. You can define your button sizes as % of screen's width or height; Or set them to a fixed value and adjust the spaces between them; or a combination of both(make an object partially bigger and modify the space between them).

How to make mobile page fit on the screen once open?

I need to put together website for mobile devices, so iPhones and various androids. The problem is I struggle with getting viewport right and other settings. My goal is so webpage would be coded for specific width e.g. 640px wide. Then once open device would zoom it in/out to the width of the screen so everything became larger or smaller same like after zoomig in/out via pinching on the device screen.
So I would like to develop it for lets say 640px width and depending on device it would scale up or down once open. So if device screen would be 960px wide it would automatically scale to this width via viewport somehow. Is this possible at all to have it coded for predefined width in css and have zoomed in/out as needed by device itself?
I apologize if the question is too generic, will explain details if needed.
EDIT:
So the most common approach if I understand correctly is to provide few layout versions for most commons screen sizes? Using media queries in css provide different values for widths, fonts sizes etc is that right?
If I decide however to go with percentages rather than media queries, given the design provided I think still would have a problem with resizing fonts as layout has images with text in it and text needs to be proportional to the image. Also percentages would take care of widths, height might be an issue though as the images would have to be resized vertically too. Some parts of the design would need to "fit" each other it seems and it would become problem I think.
Now if I simply build a website of certain width, lets say 640px I should be able to position everything on the screen with pixels, no diffeent from normal non-mobile website.
So I tried to set <meta name="viewport" content="width=640"> and inside of a page set width of widest container in css to 640px making page width 640px basically. If I understand correctly it will set up viewport to exact width of the page. So the page would be build as any other non-mobile webpage. User will have to adjust scale by pinching as when the page opens it is usually zoomed in/out for some reason. Is my understanding of what is happening here correct or is there some problem with it. Having it predefined size takes care of different mobile screen sizes as viewport is always same, fits into page width and only scale seems the problem, that is unless I'm missing something here.
I also should have mentioned that I need to do only portrait and make it only option, so no landscape view (that will be another question).
Would love to know your thoughts and I appreciate all the answers so far.
This is called Responsive Web Design when a website adjusts according to screen size...
You can make this kind of responsive website easily through CSS3 Media Queries:
How to write CSS Media Queries for common types of devices
Responsive Web Design: What It is and How to Use It
If you google for Responsive Web Design you will find lots more information on this topic. It's really an amazing method to make your website look great on all devices from small to large screens.
We have a series of tutorials on creating web pages using responsive web design. If you want a quick introduction to it checkout Introduction: Creating a Responsive Web Design, it lists common mobile phone and tablet sizes, so it might lead you to the answer you need. You can find the link to our tutorial series in the article. The solutions provided use Bootstrap in order to provide easy to create pages. And it also provides free samples of responsive web design pages.
I hope this helps to provide the answer that you need, if not, then please let us know if we can provide any further assistance.
Regards,
Arnel C.
InMotion Hosting Community Support Team
Specify the width in percentage say width=100%,which automatically adjusts the width with the screen.

How does a framework like Blueprint CSS keep your site looking consistent from one screen resolution to another?

I've been told to look into using a framework like Blueprint or 960 for my CSS.
What I don't understand is how it makes a site look consisent even if two users have different screen resolutions.
How does that work?
They specify sizes using units that are not relative to the window size. So if the user has a wide window there is a gutter and if a narrow window, a horizontal scrollbar.
Resolution is irrelevant except as a limiting factor on the user's maximum window size.