When can the Native resolution not be actual resolution? - screen-resolution

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.

Related

Resizing Window to larger size than Screen. (Unity Build)

I am currently working on a project in which I will display my game on an extremely large resolution. At the moment i cant use the eventual setup, but I already want to see how well the game runs on that resolution. Whenever i try to create a build at that resolution it downgrades it to the max resolution of the screens i currently have connected to my computer and I can't rescale it any larger aswell. Is there any way i can work around this?
Thanks for any help!

How can I see user examples in Intents in IBM Watson Assistant?

So I am working with IBM Watson Assistant lite version.
When I give a user example in the intent, it's not showing up.
In Chrome and Microsoft Edge, I can actually see the scrollbar being very very tiny -
In Firefox, it is still not showing the user examples in the intent but the UI bug is different - I can't even see the scrollbar
I use Thinkpad T14 14 inch
Does anyone have any idea why this is happening and how can I see the examples??
I have also faced the same issue couple of times, it does not happen every time but when it happens you can zoom out the screen to see the examples.
It's the fault of the screen size.
I went to the display settings and changed the resolution to 1600x900 ppi and everything fell into the place.
But with a 14inch laptop - this resolution makes the text very small.
So I suggest just change the resolution when you need to work on them and go back to the previous resolution once your done so as to not harm your eyes. Or just try to zoom in whenever possible.

Icon looks different with increased contrast setting on device

I have an icon in my app that looked ok on the simulator but wrong on my device; it was kind of "pale". It took me almost a month to figure out why, and the reason was a setting increasing the contrast of images. You can find it in the settings here:
Settings -> Accessability -> Display & Text Size -> Increase Contrast-switch.
I have several icons in my app but only one was affected by this, as far as I could see.
My question: Is there any way to ignore this so that the icon always looks correct?
The icon is black and render as default
You can provide images to be used when high contrast is enabled in the phone. To do that, select your image in Assets.xcassets and check High Contrast checkbox in the Attributes inspector. Then add the images to be used for high contrast.
Read more about it here.
You can test this from Xcode using Environment overrides menu.

Unity Standalone App: Resolution Scaling Issue (OSX)

I have developed a Mac-OSX standalone app in Unity3D (Scale with Resolution: 1920x1080). Most of the time I present the app on my laptop, connected to an external screen, which works pretty well.
But when I'm on the road and use the app on my laptop screen (1440x900), the UI's are all over the place...
I know, BUT is there a way to run the app in a 16:9 ratio (with black bars on the top and bottom), the same as I can do it in the Unity3D editor?
I don't want to go back and re-scale everything to a lower resolution, as this would be a crazy job :(
Is there any solution without re-doing it?
Cheers
Thanks, but sadly this didn't work for me. The problem is my Reference Resolution in the Canvas Scaler is already set to 1920x1080. To fix this, I have to lower the reference, but this means re-doing all the UI's.
However, I found a workaround, which is strange but working. I have set the Default Screen Resolution in Unity to 1920x1080 as in the image/link below.
Now the strange part :)
1. Start the app with the option key on an HD screen and set the resolution to 1920x1080.
2. Save and Quit
3. Now the app is scaled down to 16:9 and keeps everything in place.
This works as long as you don't start this app or any other Unity build, with the option key on a lower resolution screen. In this case it will scale everything back again. You can redo the steps 1-3 and it will work again.
Not sure if there is another way to do this, but at least I have kind of a solution.
Default Screen Resolution in Unity to 1920x1080
There are two things you should check; 'Resolution and Presentation' under 'Player Settings', and canvas scalers. I have being in a situation similar to yours, I had built an iOS application meant for the vertical orientation, but also wanted to test it on macOS, the application launched correctly in fullscreen mode looking like this (The top status bar was intentionally brought down to show the aspect ratio):
Instead of using black bars on the sides, it seems like that Unity simply used the colour of the canvas of the current scene to fill in the gaps. This was my settings to get this result:
Only the 16:10 ratio (MacBook Pro) was checked, but the application functions in the iPhone's vertical ratio, I did not have to manually rescale the canvas,I simply switched the build platform, this was allowed by the canvas scalers I have added onto every canvas with the following setting (UI Scale mode: Scale with screen size | Screen match mode: expand), this would allow the canvas to expand automatically and scale to any aspect ratio, without messing up the UI:
Hope this Helps!

Is there a way to adjust the icon size in the Eclipse workspace?

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