Smart tv resolution issues - samsung-smart-tv

I am creating the samsung smart Tv application for 1280 x 720. I am using 4.1 sdk. I designed my html also with the same resolution. But the problem is when i checked it in the emulator it is not showing the full content.
My Html view:
My emulator view
when i click the down button it is showing the below content but it is not displaying the contents from the margin even if i prss the left button.
can anyone help me.

Samsung TV browsers run at a resolution of 960x540 and then are scaled up to fit the physical resolution of the screen. You should design for that size.

Widgets on Samsung Smart TV 2011+ support 960x540, 1280x720, widgets on 2012+ supports additionaly 1920x1080. See samsungdforum.com guides.
Samsung Emulator correctly supports only 960x540.
You should test your markup on real device.

Check your widget.info files, Samsung TV Apps store what resolution used in this file.
The default is 960x540 so your UI is cutted.
For 1920x1080 resolution is not suggested since the Smart TV Series 4 (ES4XXX/F4XXX) only support resolution up to 768p and causing the apps with 1080p failing to start or just give black screen.

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What's the easiest way to get Screenshot for your app, for App Store submission? [closed]

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What's the easiest way to get screenshots for app submission to Apple's App Store, and what are the various sizes that need to be included?
Also, is the status bar allowed? I believe I've heard it's not, but a ton of apps including Facebook and Quora include the status bar in their screenshots.
Let's start off with saying that the status bar is allowed in the screenshots, however not encouraged and in Apple's Guide it says that it shouldn't be included.
As to your second question, there are a few methods. Firstly, you have to have a screenshot for the current major screen sizes: 5.5", 6.5".If you have an iPad version, then 12.9" iPad is also required. How to make good screenshots:
Method 1:
Use your own devices. If you in any case have enough devices lying around at home or from friends, you can use them to take screenshots. You can either manually press home and power button at the same time, or my preferred method, connect your device to your computer. In Xcode open device manager by clicking CMD + SHIFTt + 2. Select your device, and in the detailed view you'll see the screenshot button.
. This is rather tedious and takes a lot of time.
EDIT 2020
As correctly pointed out by The Trav, Launchkit was aqquired by Google, and is now available as open source code. There are alternatives a simple google search will reveal.
Method 2 - DEPRECATED:
Use a website to create your screenshots. This is my number one favourite, as it only requires one screenshot and then creates beautiful App Store images. I am in no way affiliated with them.It's a service from Launch Kit called Screenshot builder. You can make beautiful images, as seen in their example below. Launch Kit Screenshot Builder
Method 3:
Lastly, you can create them yourself for every device size yourself in Photoshop or any other editing software you have.
For that you need the following specifications:
72 dpi, RGB, flattened, no transparency
High-quality JPEG or PNG image file format
6.5": 1 1284 x 2778 pixels portrait || 2778 x 1284 pixels landscape
5.5": 1242 x 2208 pixels portrait || 2208 x 1242 pixels landscape
12.9" iPad: 2048 x 2732 pixels portrait || 2732 x 2048 pixels landscape
All of the info for the last method can also be found in Apple's Guidelines.
The easiest way is to use a tool like Screenshop - Screenshot Creator. Its a tool for macOS, which helps to create nice screenshots for the App Store very easily.
Predefined screenshot sizes can be chosen for iPhone, iPad, Mac in portrait or landscape mode. Its also useful for Android screenshots or web presentations.
There is also a free test Version available.
I've created very nice screenshots within minutes with the tool, after spending hours and getting frustrated by using image editors before.
Here is the website for the tool: http://screenshop.zidarts.com
Which includes a demo video.
And here is the direct link to the demo video on youtube: https://youtu.be/yjiGRqTBA_4
Check out AppScreens.com
It generates all required screenshots from a single responsive scene template making the process fast!
It supports the creation of all required Apple App Store (and Google Play Store, if you also require) at once. As of 2020 these are as follows (in the highest resolution);
4" iOS Phones (iPhone 4/5/SE) # 640px x 1136px
5.5" iOS Phones (iPhone 6/7/8 & Plus) # 1242px x 2208px
6.5" iOS Phones (iPhone X/XS/XR/11) # 1242px x 2688px
12.9" iOS iPad (iPad 2nd gen & above) # 2048px x 2732px
6.28" Android One Plus # 1140px x 2280px
6.3" Android Pixel 3 # 1080px x 2160px
7" Android Tablet # 1200px x 1600px
10" Android Tablet # 1600px x 2133px
AppScreens is the most fully featured and smartest screenshot tool on web. It supports automatic panoramic backgrounds, 3D warped devices, offers 25+ templates, saving and reloading of projects, etc.
It also includes all of the essential design frills such as rich text, 950+ fonts, hundreds of device & colour combos, real-time refreshing, high resolution downloads, etc. Oh, and it is free to try!
Note, shameless plug: I am the developer. We've built this to assist in the creation of these assets for our own apps. We've wasted too much time over the years battling with image editors & other tools.
Updated 2020.
For iPhone, screenshots for 6.5-inch iPhone Xs Max and 5.5-inch devices (iPhone 6s Plus, iPhone 7 Plus, iPhone 8 Plus) are required. These screenshots will scale down for smaller device sizes.
For iPad, screenshots for 12.9-inch iPad Pro (2nd generation) and 12.9-inch iPad Pro (3rd generation) are required. These screenshots will scale down for smaller device sizes.
Apple link.
How about using the Xcode Simulator it self, This would get you the correct resolution with no pain, Just put your app on the desired simulator and save screen by clicking CMD+S will export a screenshot on your desktop with the exact desired resolution.
Here I try it with iPhone 11 Pro Max Simulator (I'm using Xcode 12 on a Big Sur)
Try https://previewed.app/
You can create beautiful screenshots, with AppStore approved dimensions in a few clicks.
In the end you end up with something like:
Update 2022:
Recently saw ads and tried using Screenshots Pro
Reasons to switch:
Free
Localization
Auto export to multiple devices (iPhone 4", 5.5" and 6.5" devices for example, same for iPad)
API access (Haven't tested, but you can integrate something like Fast Lane to create screenshots and then use them in Screenshots Pro for post-processing)
Recently things have changed. Now you only need two sets of screenshots : 5.5" and 12.9 " screenshots.
Another easy way to create screenshots for free: https://screenshots.us/
I use the InstaMocks app. It's free and has a ton of built in Android and iOS devices. I've been using it for app store images and to promote my app, FitJo, on Instagram and it's saved me a ton of time.
It also has material colors built, a color picker, and the option to add images as the background.
I have built an NPM tool called app-g-screenshots which will take input pictures and output them for the required sizes locally on your computer.
Please check it out here:
App Generate Screenshots
If you don't use NPM I also built a web version which can be found on this Github
Repository

Image rendering on HTML5 canvas on iPhone 5 running iOS 7

canvasOn a web page in a mobile web application I am developing, I have a fileinput control that is used to take a picture with a mobile device camera. The image from the camera is then drawn onto an HTML5 canvas object on the same page.
The issue I am having is that if the web application is run on an iPhone 5 running iOS 7 (in the Safari web browser), the image appears extremely distorted. Specifically, the image appears to be vertically squished when drawn on the canvas. If the same web application is run on an Android device, no distortion is seen.
In previous versions of iOS and on iOS devices prior to iPhone 5, some vertical squishing was seen (although not as bad as this), and a jquery plugin named megapixel-image.js could be used to correct the vertical squishing. This tool unfortunately is not compatible with iOS 7.
Is this related to image subsampling in Safari or something else? What can be done to correct this? I obviously cannot have my users see this distorted image. Any mobile web app developer who wants to use the camera and HTML5 canvas is going to run into this, so a solution is mandatory.
megapixel-image.js does handle this correctly. I found I was passing some parameters to the plugin incorrectly, causing it not to work. My thanks to Ray Nicholus for his assistance with this issue.

Multi-screen background image sizes

I'm working on an image heavy web site that's essentially got three designs for multiple screens: smart phone, tablet and desktop.
The main feature of this site is background/fullscreen images. Has anyone got any recommendations regarding the suggested sizes that these background images should be?
They'll all be progressive jpegs as that seems the most sensible path for resizing and optimisation.
Handling the different images sizes will be another test, but essentially it seems sensible to handle it on the client side since this design allows for a polite loader.
I would recommend formatting for a non-retina phone such as the iPhone 3Gs at 480x320, a retina iPhone 5 at 1136x640, a retina iPad at 2048x1536, a retina mac book pro at 2880x1800. Then setup your media queries to pick the best of those sizes for non-retina ipad, standard desktop (your default image), and the Google Nexus 10 which has a display near the MBP retina (2560x1600).
For background images you will want to use media queries. For fullscreen images what I've done is implement a JavaScript module that allows you to imitate the picture element proposed by the Responsive Images Community Group. Or if you prefer you could go the "srcset" route.

How are the older apps going to be displayed on iPhone 5?

The new screen on the iPhone 5 has got a different ratio, 16:9 (1136:640). How are the older apps going to be displayed?
They will be same size they are now fit in the center of the screen.
EDIT As of 2013-05-01 Apple requires all apps to support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate size. Here is the iOS Human Interface Guidelines
There will be a little unused space on both sides.
They will be displayed in a letterbox.

Why does iOS Simulator render my images at lower resolution in mobile Safari for Retina?

I'm trying to test my web application in mobile Safari with a Retina display and only have access to iOS Simulator. My images are all rendering at 2x resolution. I realize that this probably makes sense on some level, but I actually want the images to render at their natural resolution.
How can I get img tags to render at their natural resolution in Mobile Safari on an iPhone retina device? (simulator or otherwise)
UPDATE
I am not writing a native application and calling out to Safari, I'm writing a plain ol' website and I want Safari to render my img tag images at full resolution both for retina and non-retina devices. (I'm aware, will accept and desire the fact that the image will be smaller on a retina device)
You need to make use of a media query. Retina won't automatically assume you are using 2x assets without it; that would cause all website graphics to render at 50% of their intended size. Disaster!
(from HTML5 boilerplate):
/* iPhone 4 and high pixel ratio devices ----------- */
#media
only screen and (-webkit-min-device-pixel-ratio : 1.5),
only screen and (min-device-pixel-ratio : 1.5) {
/* Styles */
}
You can also use ratio: 2 here to target only iPhone Retina, but some devices, like Samsung Galaxy S, also have a pretty high res - 220ppi, i think - though they aren't exactly double, so watch out for that. These devices respond to the 1.5 query. The ratio comes from the amount of actual pixels that take up a visible pixel. Pixel math, yay! Finally proves they are not (and have never been) absolute units.
Select the hardware in simulator
iOS simulator->Hardware->Device->iPhone(Retina) and run your app
If I understood you correctly here is similar question:
UIWebView and iPhone4 retina display
And an excellent blog post on this matter:
How to make your web content look
stunning on the iPhone 4’s new Retina
display