LWUIT bitmap-font not working done? - java-me

When I use a bitmap font in lwuit List in emulator and SonyEricsson k510i everythings right but in g900 if font size is bigger than 9 words, is not shown ? please help me to fix this problem ...

When using bitmap font, you have to use different font objects for different screen width.
For Example, if the font size for 240*320 device is 12 means, set font size to 20 for 360*640.
No other solution is available to solve this issue.

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Set text size with dimens - Android studio

I want to change text size by screen resolution to phones and i used with dimens like this:
I set by Screen Height and its works fine with phone like naxus 5 or pixel 3XL.
My question is if this is how I should define? What did I do well enough to fit any cell phone and tablet?
The files listed above will most certainly cover any android device or tablet. You can always add more configurations if you eventually find a device that isn't utilizing the correct dimens.xml that you desire. There are so many android devices of all shapes and sizes, it is hard to have a coverall approach by using xml files.
Another option would be to programmatically set the the font size based on a ratio of the screen dimensions which can be found below. Exactly how to best do that would depend on how your app is set up.
DisplayMetrics displayMetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(displayMetrics);
int height = displayMetrics.heightPixels;
int width = displayMetrics.widthPixels;
Using the height and width above you could change the font size. However, Where exactly to do that in your code depends entirely on how your app is set up.

UWP - Black color instead of transparency

This is an issue for xamarin.uwp and FFImageLoading, but it reproduces only in UWP.
The issue with optimized files by Photoshop.
I optimized my images on a server with Photoshop. I exported them with option Smaller File (8-bit) after it I got black color in UWP (ios and android are ok).
When I deleted downsample parameters for CachedImage(FFImageLoading control) then transparency was back.
Example:
And files before optimization and after it
https://github.com/luberda-molinet/FFImageLoading/wiki/Xamarin.Forms-API
Says that the CachedImage class does not support transparency on iOS or Windows Phone. Perhaps since the article was written iOS support has been added but not yet UWP.
It's a bug, please make a separate issue on project site. It's related to this:
8 bit PNG can have no more than 256 colors. A part of the PNG file structure holds pointers to 256 colors and then each pixel in the image gets its color from one of those pointers. Thus each pixel only consumes one bytem its 0-255 value pointing to its color on the palette. On the other hand, a 32 bit PNG is 4 bytes per pixel and each pixel can represent a different ARGB color value.
Pixel Format
// Edit I created it: https://github.com/luberda-molinet/FFImageLoading/issues/986

IE10 does not scale background SVG correctly when zoomed (on Surface/Windows 8 phone)

Does anyone know if there is a workaround for this? Internet Explorer 10 and Window phone 8 are not able to correctly scale background SVG images when a user zooms. Looks like IE rasterizes the SVG on load.
Here is an example: The first image is the SVG as a background image. Zoom in on a MS Surface or Windows 8 phone and you'll see it blurs horribly.
The second image is the same SVG as an img tag. Zoom this on a Surface or Windows 8 mobile phone and it scales as you would expect (nice and clean).
Is there any property that can be added to make IE10 behave? Or is it merely a case of waiting for the folks at Redmond to fix it?
The problem is that IE, and other browsers such as Firefox rasterise the SVG before displaying it, so it will become blocky when zoomed.
The easiest way to fix this is to make the SVG file larger than is needed. For example double the size, or more if the user is likely to zoom in further. You can then resize the SVG image with CSS to display it at the correct size. This way the image will be naturally larger, so wont become blocky, unless you zoom in even further. At default zoom level the image is scaled down rather than up, which browsers usually handle better.
Edit: You can find further info on this issue under the “SVG and CSS Backgrounds” heading at http://dbushell.com/2012/03/11/svg-all-fun-and-games/

How resolve curved image background in windows CE

I am using PNG type image with transparent background in picturebox control with stretch Mode in Windows CE. But in pocket pc device it shows wrong behaviour. I provide its screen shot below:
How can I resolve it?
As you've discovered, ARGB transparency isn't supported in the CF. You need to change your image and then use ColorKey transparency. See the answers to this question for more links.
looks to me like you have used an alpha type png RGBA, which is not displayable by your code and its converted to RGB so just displays your background colour as one rectangle.
Greg.

How do I display same "proportional" text size on different resolutions?

I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is higher text is not wrapped. How can I avoid such situation? I want text size to be connected to screen resolution so if resolution is lower I want the text to be relatively smaller so that no wrapping happens. Is there any way?
Thanks in advance
Below is a logical solution. It doesn't have any of the code or procedures needed to make work in direct X but having done something similar outside of DirectX I wanted to share the logic
Working on whatever default screen resolution you want set the font to be the size needed.
Find the percentage of the screen height the font size you chose takes up.
Then having stored that value when you go to render again, in the final version of the program, calculate the font size based on the screen size and the percentage
What I was working in had functions like GetTextHeight and properties on the font size to allow you to set the height (which in turn set the font size appropriately). So if can find anything similar to this in DirectX than this could be a route for you to take.

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