I want to create a view/screen/activity in Android which has table containing ten columns. As ten columns would not adjust width-wise in the screen (would not be in readable format), I am showing 3 columns at once.
I want to integrate a feature in the app where in if the user slids/flings on the table from right to left, the other 3-4 columns should be visible.
This is implement in Andry Birds. If you slide the screen from right to left, remaining part of the screen is visible.
This is called panoramic view in Iphone. Can I implement this in Android.
May be this will help http://code.google.com/p/panoramagl-android/
If you want to create panoramic views on Android, you can use PanoramaGL library. The 0.1 r1 version was released today, please check http://code.google.com/p/panoramagl-android/ and https://code.google.com/p/panoramagl-android/wiki/UserGuide.
Google provides VR View
VR view allows you to embed 360 degree VR media into websites on
desktop and mobile, and native apps on Android and iOS. This
technology is designed to enable developers of traditional apps to
enhance the apps with immersive content.VR view supports mono and stereo 360 images and videos. Images and video need to be stored in the equirectangular-panoramic (equirect-pano) format, which is a common format supported by many capture solutions.
Related
I am working on windows 10 mobile app. If I design an UI for 5' device, it doesn't look good on 5.2' device. Also on emulators of different screen size show messed up UI. Is there any work around this? Or do I have to design it for every screen size?
Usually, please avoid to have fixed Width/Height for your controls. With a Grid layout, you can set columns/rows and place your controls inside each cells. This is a first level to adapt properly your interface. In addition, UWP provides AdaptiveTriggers if you want to adapt the layout based on the screen resolution (cf. https://channel9.msdn.com/Series/A-Developers-Guide-to-Windows-10/07) for additional information. Last but not least, please check Design&UI documention on https://developer.microsoft.com/en-us/windows/design.
The trick is with UWP that you can design for every screensize at once. It's just a responsive design you use (either HTML/CSS or XAML). But you have to use the right controls and settings.
Some guidance on how to design for various sizes can be found at the MSDN design page.
To create a dynamic layout with XAML, see this article. There are various panel-types you can use to do the layout (see this article). But if you really want to build a responsive UI (or change it dramatically in various sizes) RelativePanel is your friend.
In appxmanifest file, there are five options for Splash screen : 620x300, 775x375, 930x450, 1240x600 and 2480x1200.
I have the following resolutions in my 15" laptop :
1366x768 (Recommended)
1360x768
1280x720
1280x600
1024x768
800x600
My question is, if I provide all five image in appxmanifest for Splash Screen, how those going to effect my laptop's different reolustion. I looked into MSDN blogs mentioning about some scale factor. I also noticed that, for each splash screen image, corresponds to a name like "SplashScreen.scale-100", "SplashScreen.scale-125", "SplashScreen.scale-150", "SplashScreen.scale-200" and "SplashScreen.scale-400"..
Actually it's a very beginning level question, but I am kind of puzzled up with all those
You have one minute video which explain Scaling and effective pixels in UWP apps. In addition, the Store picks the assets to download based in part of the DPI of the device. Only the assets that best match the device are downloaded. By the way, don't hesite to add a maximum of assets.
To help you, the following extension can generate the different size for you.
UWP Tile Generator Extension for Visual Studio
I need to create logos for my Windows Store Apps. I am not a skilled graphic artist (pretty clueless as to the use of those tools, or even what they are).
I have the design in mind for what I want my logo to basically look like:
I could create this in XAML, using a grid, and placing images in various cells, using either Segoe UI Symbols characters and/or "commons" graphic images (of a camera and footprints), and then add the text in the great middle of it all. But how to then convert that image to the needed 50X50 pixels* for the app's logo? Wouldn't the images, and even the font characters, get too "smushed," for lack of a better term?
Windows Store Apps actually require several different files at various scales and even width:height ratios, but Microsoft has made a tool available that can take a 50x50 logo and automatically generate all the other files.
So: Is it possible to create a Windows Store Apps logo using XAML, and if so, how? Otherwise, what is the preferred method/standard approach to this?
UPDATE
With a little help from my friends (a "virtual one" found here, and an old hiking buddy), I was able to come up with one that I like. Logo:
...and splash screen:
I am trying to write an app that I want to be compatible with the iPhone 5 and 4. I have read the excellent article Get your MonoTouch apps ready for iPhone 5 / iOS 6 today! but this implies you have to add a UIImage to each UIViewController to force it into displaying at the new resolution. It also implies I then have to do this for every UIViewController I add.
My obvious question is what happens if I don't want a background image? What if I want just a standard UITableVIew that uses the whole screen? What would happen if I want to support both resolutions I can't just put an image into the directory. How do you handle that? Is this really how Apple have designed it - you need to load a blank image?
Have I missed something really obvious? Hope so.
Thanks
Mike
To get the tall screen working on your application (for the iPhone 5 or in the iOS6 simulator) you only need to have a single Default-568h#2x.png file, of the right size, in your application.
The article you link to talks in more details about how to deal with backgrounds - but that's optional, i.e. you only need this if you have (or want) a background for your views.
very quick one, I was always wondering, do internet browsers use for rendering OS API functions to create buttons, render mages and so, or do they render it all on their own?
I first thoght that it uses system api, but there are some effects like when screen fades into grey and you see only small window in the middle, you know, thet effect used on many picture albums online, which I dont really how to achive using for example only Win32 calls.
EDIT: To be more exact, I know that final drawing on screen will always use system API, but you can send prerendered image as you want to it. Thanks.
Web browsers use their own rendering engines rather than OS API. Using OS API to render buttons totally depends on the design decision of a particular rendering engine. However, to run on various operating systems these engines prefer their own rendering to offer same look-n-feel across platforms.
Gecko, for Firefox
Trident, for Internet Explorer
Presto, for Opera
KHTML, for Konqueror
WebKit, for Apple's Safari and Google's Chrome web browsers.
Ref: http://en.wikipedia.org/wiki/Web_browser_engine
Do browser rendering engines useOs api for creating buttons, writing text, creating boxes, etc., or do they render all of this on their own using OS API just for actually show the rendered image on the screen?
I implemented something of a browser rendering engine (see e.g. Table of Supported Elements and Supported Properties for a list of the HTML elements and CSS properties that it supports).
I use system APIs (.NET Framework APIs, which are thin wrappers around underlying O/S GDI APIs) to:
Measure words (strings of text)
Paint words
Draw lines and boxes
Fill rectangles with solid color
These are the kind of API functionality that's implemented by the Windows GDI.
There are also some system (O/S or .NET) APIs that I use, to draw buttons and combo boxes (see Rewrite standard controls like edit, combo, etc?).
Becouse, the whole rendering of text, graphics and so seems pretty hard to write completely yourself
Yes, implementing CSS and everything does take a while. You've seen how long it took the browser developer teams to implement: several calendar years, many person-years.