build web application on 1920x1080 resolution - frontend

I'm charged to make a front-end application on 1920x1080 resolution, but my PC is not that wide,so I tried to resize google with inspect in order to make it out, but then I couldn't see my web page properly. So my question is, how to make a web application on a specific resolution like you are doing it normally

Step #1 - open Inspect,
Step #2 - tap 'Dimensions' on the top (where you see your Width and Height)
Step #3 - Choose 'Edit'
Step #4 - Devices > Add custom device
Step #5 - Choose device name of your choice like 'custom' or something you like, then choose width and height and the last step is to change 'mobile' to 'desktop'
Step #6 - Click 'add' and woalaa

if your screen isn't 1920x1080, you'll cant see what you are doing, but someone with that resolution will see it properly ! You could also use a virtual machine.

Related

Can't solve 'infinite loop' with AzureSpatialAnchorsSample

I downloaded the data from github and ran it. (github 'https://github.com/microsoft/OpenXR-Unity-MixedReality-Samples)
When I run it on HoloLens 2, it loads infinitely. When I run it in Unity, the following message is displayed in the debug window.
'There are 2 event systems in the scene. Please ensure there is always exactly one event system in the scene'
In Hierarchy, there is an event system existed in MixedRealityPlayspace > Main Camera and AR Session Origin > AR Camera.
When I cancel the Event System of the Main Camera,
'ARAnchorManager not enabled or available ; sample anchor functionality will not be enable. This application is not using the recommended Audio Spatializer Plugin. Go to Project Settings > Audio > Spatailizer Plugin and select one of the following : MS HRTF Spatializer, Microsoft Spatializer'
Import custom package Microsoft.SpatialAudio.Spatializer.Unity.1.0.18.unitypackage and
MixedRealityPlayspace > Main Camera > Event System unchecked, or Camera unchecked
If you uncheck AR Session Origin > AR Camera > Event System, or uncheck Camera, it is still
'There are 2 event systems in the scene. Please ensure there is always exactly one event system in the scene'
or
'ARAnchorManager not enabled or available; sample anchor functionality will not be enabled.'
A message similar to
Ask for help with these issues.
Did the message "ARAnchorManager not enabled or available" disappear when you run on Hololens?
I suppose it happens only on PC because PC does not support AR Anchor
T.LIM
I'm not sure if you have made any progress on this. If you have not, please file an issue here so the responsible engineer can take a look.

How to initiate customer value for screen in touchGFX

I have build an application using touchGFX and STM32 based on STM32F746 Disco kit.
My application have some screens with some value to display on screen. These value can setting and change by user. Every time when these value change I will save them to eeprom.
When I turn off power and turn on again, I have read these value before start display screen, but them can't to load to screen until I pressed some button on screen (pressed button I will fresh this screen).
So my question:
How can I initiate customer value for screen and display them when startup in touchGFX
Thanks.
This is simple, just load your data in presenter->activate().
I suggest you read the article on back-end-communication. It explains how to propagate values from your Model (e.g eeprom).
https://support.touchgfx.com/4.18/docs/development/ui-development/touchgfx-engine-features/backend-communication
From TouchGFX Designer you'll find several examples that do something similar from an F769-DISCO board (sample a button and propagate that value to the UI).

XLIB - All attempts to draw on display surface fail with "BadRequest"

Due to confidentiality agreements (defense sector work) I cannot post any real code. But I have been stumped for weeks on this problem - and I have read every discussion thread I can find on StackOverflow and everywhere else to no avail. We're stumped over here and I am requesting advice or asking if anybody has seen or beat this issue.
Basic overview of the task is:
Find and manipulate a running Firefox browser on a specific display. I need to do the following:
Find the running browser instance.
Position & Size the browser to a specific location on the display.
Position the icon if/when the application is minimized.
Implement "always on top" behavior for the browser - yes we know this is a no no but in our specific case this is needed, expected, and ok.
In order to implement the above I am calling the following X APIs (in order of the above):
XOpenDisplay, XQueryTree, XGetWindowProperty
XMoveResizeWindow
{not researched yet but I think I can do what I want with a window hint}
XRaiseWindow, XNextevent
The observed behavior is:
Any API that does NOT draw on the display surface succeeds {except for XGetNextEvent - which crashes the application}
All APIs that act on the display surface directly - XMoveResize etc... - fail with error code (1) "BadRequest (invalid request code or no such operation)"
Does anybody have a thought on what might be happening to us? Any ideas would be appreciated!! Additional info follows:
x64 bit Red Hat Enterprise Linux 5.2
NVIDIA graphics hardware
XLIB 7.1.1
Thanx in advance for any assistance...

show a specific view when application returns to foreground [duplicate]

How do I prevent my GUI from redraw when it comes back from lock screen after receiving a UILocalNotification? In didReceiveLocalNotification I present a modal view, but the old state of my view controllers is shown for a moment before that. How do I prevent this?
Also the order of events I get when I come back on local notification from background is as following:
1. UIApplicationWillEnterForegroundNotification
2. UIApplicationDidBecomeActiveNotification
3. didReceiveLocalNotification
When I come from lock screen:
1. didReceiveLocalNotification
2. UIApplicationDidBecomeActiveNotification
Why is this difference and whether there is something else I'm missing?
Thanks
Here's how it was solved. May be it's not the way, but it worked for me. Since my application is voip/audio, it doesn't come to didFinishLaunchingWithOptions... I found out, that iOS uses a cached image from a previous state for animation when it resumes from background or from sleep mode. So the solution is basically to exchange this cached image with my default.png image. I do it in applicationWillResignActive delegate. There I add a modal view with a Default.png picture and dismiss it in applicationDidBecomeActive. This is really in short. Hopefully it will help somebody else with the same problem.
You can provide a custom image that is displayed when launching/resuming from a local notification. Simply set the alertLaunchImage property on your local notification to the name of the correct image.
From the Docs:
The string is a filename of an image file in the application bundle. This image is a launching image specified for a given notification; when the user taps the action button (for example, “View”) or moves the action slider, the image is used in place of the default launching image. If the value of this property is nil (the default), the system either uses the previous snapshot, uses the image identified by the UILaunchImageFile key in the application’s Info.plist file, or falls back to Default.png.
alertLaunchImage

redraw GUI on didreceivelocalnotification when come from lock screen iphone

How do I prevent my GUI from redraw when it comes back from lock screen after receiving a UILocalNotification? In didReceiveLocalNotification I present a modal view, but the old state of my view controllers is shown for a moment before that. How do I prevent this?
Also the order of events I get when I come back on local notification from background is as following:
1. UIApplicationWillEnterForegroundNotification
2. UIApplicationDidBecomeActiveNotification
3. didReceiveLocalNotification
When I come from lock screen:
1. didReceiveLocalNotification
2. UIApplicationDidBecomeActiveNotification
Why is this difference and whether there is something else I'm missing?
Thanks
Here's how it was solved. May be it's not the way, but it worked for me. Since my application is voip/audio, it doesn't come to didFinishLaunchingWithOptions... I found out, that iOS uses a cached image from a previous state for animation when it resumes from background or from sleep mode. So the solution is basically to exchange this cached image with my default.png image. I do it in applicationWillResignActive delegate. There I add a modal view with a Default.png picture and dismiss it in applicationDidBecomeActive. This is really in short. Hopefully it will help somebody else with the same problem.
You can provide a custom image that is displayed when launching/resuming from a local notification. Simply set the alertLaunchImage property on your local notification to the name of the correct image.
From the Docs:
The string is a filename of an image file in the application bundle. This image is a launching image specified for a given notification; when the user taps the action button (for example, “View”) or moves the action slider, the image is used in place of the default launching image. If the value of this property is nil (the default), the system either uses the previous snapshot, uses the image identified by the UILaunchImageFile key in the application’s Info.plist file, or falls back to Default.png.
alertLaunchImage

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