Page zoom in bigger screen - screen-resolution

This image is of my website.It opens very beautifuly in medium and small screens(less than 1024x768 resolution).But when I open it in bigger browser it dosen't look like what it was.I mean it becomes quite small compared to the screen size.Question is ,Is there a option to make it look good on bigger screens.and if there is a way-> Than tell me.. :)
My site's Address: www.Xeemez.com
NOTE: When I zoom-in or zoom-out on bigger screens than the MENU below the header section becomes distorted so keeping that in mind please suggest some solution.By the way this zoom-in and zoom-out distortion problem also happens in smaller screen.Thank You.

Related

Unity - UI Positions

I currently have a problem on a UI.
The button on the phone moves when changing resolution and changes size as well. On the screenshots, it is in the General Panel. I also tried to put a second panel of the size of the phone, but it is all this panel that moves and changes size. How can I do, to keep the buttons at the right size and in place, as the background does when changing resolution?
Thanks in advance !
You need to change the UI Scale Mode to "Scale With Screen Size".
THe Reference Resolution can help you place items in the editor. You can choose wether you want the width or the height (or a mixture) to be preferred when fitting the canvas to the resolution.
If you, for example, choose "Width" in the "Match" slider, the elements will never overshoot horizontally. This would be perfect for wrapping textfields.

UITableViewCell Background stretching

I have a problem in Swift with UITableViewCell background image. Let's say that it shows quite fine one iPhone5 but on iPhone 6Plus it is stretch and thus it looks bad. This is probably due to Aspect fill or something which I really couldn't manage to change and achieve what I want so would be the best if someone could poke sample code I am providing as well as image how it should look, so anyone can check it out and maybe give me some hint or tip or sample code or even fixed demo version.
So here it is:
Note that on left side there is a curve (like half a circle) around right side of icon. On bigger phones or tablet, that curve gets super stretch thus completely destroying the look.
Demo code link
Thanks all in advance for any help. I am pretty stuck with this one.
You can stretch an image while preserving the aspect ratio of a portion of that image using slicing. Xcode offers a graphical interface for doing this. The idea is that you decide what parts of the image are allowed to stretch and which aren't.
https://developer.apple.com/library/ios/recipes/xcode_help-image_catalog-1.0/chapters/SlicinganImage.html

really high resolutions become pixelated, as if the camera is zoomed in too much

I'm working on a Unity 2D project and making the levels at the moment.
For some reason even really high resolutions (higher than 1920x1080) become really pixelated. It's like the camera is zoomed in too much. My player is rendered at a scale of 0.2x0.2.
I've tried changing the z-depth of camera back but everything still becomes very pixelated. Really frustrating because edges of tiles on the screen become really pixelated.
Anyone had any issue or can think of anything that will help solve this?
here's a picture of it in the editor mode. Based on the tile grid you can see everything's really tiny and it's awfully zoomed in. Not sure how to fix this.
In game:
Noticed how pixelated it is. Thanks
On your first screenshot the sprites are also pixelated.
Every time you see bad image quality - checkout import settings. Try to increase max size. Also try different format. You should find the suitable values for yourself.
I find that when I set the export settings to Android, everything gets pixelated, even skies (I suppose it does that in order to adapt to the device's lower capacity). Turning export settings back to web player for example, solves this issue.

Zooming a hotspot when it clicked

I have to make some hot spots on my image , so that when i click anyone of them they zoom.
For example consider the image
When i click that butterfly then it zoom
Please provide a good solution
Following are my thinking
Use a button and click it and add a subImageView and zoom it.
Zoom a particular region of this image when touch at that place.
Both ideas have their limitations.In first i have to create a saperate image and also my app size will become very large.
and limitation of second is that it will not zoom exact required image.
I was also thinking of masking but i think that is also not very good way, because this is just a sample, i have many images like this and can be many hot spots on a single image.
please guide.
If you are dealing we rather large images you should check out CATiledLayer, which are very fast and efficient to use.
Check out this blog post, including the demo app:
http://www.cimgf.com/2011/03/01/subduing-catiledlayer/

Image Processing Question - Converting Standard-Def to Hi-Def, do I have to lose image data?

I'm writing a small program to convert a standard definition 4:3 video to a hi-def video 16:9 and I'm experiencing a serious stretching effect, as expected I suppose (though I didn't think about it until my code started working). Anyhow, the only way I can think of getting around this stretching effect and still fill the whole 16:9 screen is to cut off the top and bottom of the image.
1) So my question is, when converting from SD to HD, do I have to lose image parts of the image in order to fill the whole screen without any stretching effects?
2) Same question for converting from HD to SD.
I'm new image processing, are there any popular approaches to reducing the stretching in these kinds of operations? Is there a smarter approach to this problem than just cutting off parts of the image or introducing black bars to the image?
Thanks in advance for all your help!
Other than the obvious methods of cropping, letterboxing, and pillarboxing, which either lose image data or necessitate potentially-undesirable black bars, there is also adaptive image resizing. Basically, the intent of these techniques is to be able to create a version of an image with an arbitrary aspect ratio, without losing the essential characteristics of the image or distorting it. One technique is called seam carving, and can be seen here.
If you'd like to test the technique out on some images of your own, the functionality is included in recent versions of ImageMagick, as explained here.
Reduction of quality or loss of content is always a problem in resizing images or video. Generally you scale the image in one direction, and either trim or pad the other direction.
On TV it is common to cut off the left and ride side of a 16:9 frame to put is on 4:3 screen, and to add black side bars to go from 4:3 to 16:9. TV editors don't cut off the top and bottom of a 4:3 frame to fit it on 16:9 because there's almost always important parts of the scene there. The far left and far right of a 16:9 frame don't usually have important elements, although in some cinematic scenes losing the sides makes a huge difference.