I'm running Orange 3.3 on a 4k display (laptop) with Windows 10.
Orange is not scaling and shows as a very tiny application interface.
I have (and know that I can) scale my entire desktop - but, is there a scaling option (other than scaling my whole desktop)?
If not, this is something Orange devs should look into.
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I was writing some programs that were sensitive to screen size, and for the life of me I cannot figure out how this is possible. The display settings in the nvidia and windows control panel are set to 1920x1200 (native), while GeForce experience and www.whatismyscreenresolution.com both report 1280x800. It is like the actual resolution differs from that which is set. How is this possible?
OK after a lot of digging, apparently the resolution is changed behind the scenes if you have selected "Larger" under Right Click Desktop --> Personalize --> Display. I set this to "Smaller (default)" and everything is reporting correctly now. I'm not sure, but somehow Windows 7 must change the resolution by a factor of 1.5 behind the scenes if you choose the 150% option.
I do all of my app development (i.e. HTML/CSS in this case) on high-resolution devices--a macbook retina display, and/or a retina-ready 21" mac monitor. However, one of our 2 products is actually installed on an extremely low-quality 640x480 monitor.
The problem is in things like fonts, gradients, shadows, etc., that look great on a monitor built after the year 2001, but look like crap (too pixelated) on our lovely pre-WW2 device monitors.
(Ok, maybe not pre-ww2, but man, they really suck).
I already have a resolution switcher that makes it easy to resize my gigantic browser down to 640x480 PIXELS, but it's still in beautiful high-res form.
(edit): I realize what i'm asking about isn't resolution but is, instead, DPI.
Does anyone know of a method/plugin/app that I can run to emulate the horrible, crappy, not-so-good resolution/dpi of our devices?
This seems to be a good option:
http://www.browserstack.com/
Or maybe this could be what you need:
http://www.themobilewebdesignblog.com/2012/05/19/online-tools-emulators-for-responsive-design-testing/
I am running an Eclipse IDE via Parallels on a Retina MacBook Pro.
Parallels automatically configures the font sizes in Windows to deal with the Retina display resolution. So all that looks good.
The problem is that the icons in the workspace are still the same size and as such render so tiny it is almost impossible to see them.
I would like to be able to tell Eclipse to resize the icons (probably by x2 or x4). I don't care if they look blocky, only that I can see them.
Is such a thing possible?
To pre-empt the obvious answers:
I need to use the IDE in windows (due to JNI libraries).
Also restarting straight into Bootcamp won't solve the issue either unless I lower the resolution. Which defeats the purpose of the extra screen real estate.
Referring to the User Interface Guidelines of Eclipse 3.x this is not possible at the moment. The icons (Toolbar for example) have a maximal size of 16px.
The majority of Eclipse style icons are designed within an area of 16 x 16 pixels. That is the final cut size of the image.
The icons can be found here:
<eclipse-root>/plugins/org.eclipse.ui_*.jar/icons/full
I came up with a design where I have a larger canvas nested inside my main one. The main one I will refer to as ctx. I move the larger one around and ctx masks it nicely. I did my dev in chrome and safari and it works nicely.
When I host it and check on my iPad3 I discover some limitations.
Apparently there is a maximum limit set to the height and width for an html5 canvas in iOS !
So I stripped down my code to a basic handful of lines to do testing. A 2000 x 2000 canvas will nest fine and display on an iPad3 but when I go up to 3000 x 3000 it shows blank.
I'm now left with a burning question - what are these maximums and do they differ for older iOS devices?
I did try searches but I can't find the answer so I turn to stackoverflow for help.
I've run into this before as well, I think the problem is the amount of available video memory. It's not a specific width/height that is a problem, it's the width multiplied by the height, and the actual number is probably hardware specific.
Hate to say it, but I think you're just going to have to try it out and see what you can/can't get away with. Design your app around that restriction.
Note that the iPad 3's retina display means this it actually has slightly worse video performance than older generations.
Images that I add to the layer in Cocos2d look pixelated around the edges of the image (i.e. a hillside, the rounded part of the hill, where the sky and the hill meet). I don't know if it's the image quality, or just because the graphics processor on my 'older' MacBook Pro is not as advanced as the iPhone 4 or iPod Touch 4 or iPad 2. Is it because of that?
I have ran into an instance where a large resolution image was being used in the context of a locally packaged HTML file in a UIWebView. The image looked fine in the simulator, but when ran on a hardware device, a bug was exposed in the rendering engine where it would invert the colors. Here's a bug report as an example of this. The solution was to scale the image down a bit in photo editing application.
While an extreme corner case, this is an example of the simulator not quite living up to how things will work on a hardware device.
The simulator usually does a pretty good job representing what the final image will look like. For the image quality on a normal computer to be worse than that of an iPhone for it to make a large enough difference, your MacBook Pro has to be really bad. So I doubt it.
However, if you really want to make sure, the best way to check would be to transfer the image you are using to another machine to see if it still looks pixelated. If it does, its a problem with your image.
Hope this helps and good luck!