fullcalendar scheduler vertical-resource-view - fullcalendar-scheduler

In the example vertical-resource-view, there are 4 rooms (resources) shown (A,B,C,D) - which scale down onto a responsive mobile device ok.
My question is, what happens if there were 5+ rooms/resources - when you try to scale these down on a mobile device too small to display all horizontally - do they switch to a stacked display?
Many thanks
Regards
Jamie

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How do I get my iPhone-only app to run on iPads? (constraint question?)

My iPhone-only Objective-C app (iPad not checked) runs correctly on SE 2nd up to iPhone 12 Pro Max, properly centered, fully functional, but is stretched and clipped on any iPad (in Simulator--I blanked center content below re privacy), and on some I get black screens. Every element is constrained ultimately centered on Superview X and Y centers (nothing absolute); is that the problem? Is there a typical problem that keeps iPhone-only apps from appearing properly on iPads? The app in no way does anything special for iPads. Is there a good tutorial about this subject? Thanks
The answer is simply that constraints sufficient for all iPhones are not necessarily sufficient for iPhone in iPad. Just because the app is sized correctly for all iPhones doesn't mean it's correct for iPhone in iPad. That's what this newbie learned!

How ReactNative Tablet Support works?

I have currently placed 1x, 2x, 3x images . It look fine in all Android & Ios Phones. But when it comes to tablet, all the images are looking small in size.
You have to make the 4x images too for the biggest like tablet
My advice for this is to use as much as possible the vector icons to avoid this kind of trouble at least for icons.
Check this post out : https://github.com/facebook/react-native/issues/4041

SKSpriteNodes are showing up different sizes on a real iPhone

I am making an app, and recently, out of the blue there has been a problem.
When I ran my app on my iPhone, (which I have been doing fine for the last few weeks) the images show up at completely different sizes.
For example:
The start button on the Xcode simulator is xScale 2.0f. On the iPhone it shows to be roughly half that size. I keep all the images in a .atlas file, and they are all .png. I am using sprite kit as well, and the iPhone I am using is on iOS 7.
Here is what I'm getting:
Unwanted result (As is on iPhone)
Here is what I would like:
Desired Result (As is on simulator)
This has also happened throughout the app, with other sprite nodes. Does anyone know how I can fix this problem? Thank you in advance, and I would have posted screenshots if it wasn't for the 10 rep limit.
Edit:
I have now got most of the images working, by creating a #2x version of all the images.
But there is still one graphic that is this time TOO LARGE on the iPhone. Thank you for all your help so far, does anyone know how I can make that one image smaller on the iPhone?
Your PNGs need to be labeled with a 2x or 3x. This is Apples way of accounting for the retina screens.
"ImageFileName#2x.png"
for Iphone 4,5,6
"ImageFileName#3x.png"
for Iphone 6 Plus
If you have no extension, Apple will assume it should make your image 2 or 3 times bigger to account for the extra pixels in the retina displays. If you add the #2x or #3x, Apple assumes you provided the image already accounting for the retina pixel count.

Emulate massive 2x4K screen size for interactive touchscreen project

I'm currently working on a project for an interactive visitor space and one of the interactive screens will be two landscape 4K screens side by side with an extended/stretched desktop.
So, the total screen resolution will be 7680px x 2180px. The application will be browser based and will allow multiple users to work with a media library and bring pictures and videos onto the screen and stretch, pan and play them and all that good stuff.
My problem is in testing this solution as we go through development. The actual screens are in Laguna Beach, CA and we are based in London. We can work with 1080p touchscreens, however there is nothing like testing on the real thing and I foresee difficulties.
Does anyone have any ideas how I could emulate this screen size, which would at least allow a little more confidence? I'm thinking of virtual machines, but not sure if this will even work.
Any help appreciated.
Many thanks
Pete
Try following this. http://kb.vmware.com/selfservice/microsites/search.do?language=en_US&cmd=displayKC&externalId=1003
Good luck!

Strange Tab control default colours in 2 apps on same monitor

I have 2 small apps, both employ a tab control. All display properties seem to be identical on the tab controls, but when displayed on the same monitor, one displays in a brighter colour, making the controls (labels, Text boxes, etc) appear messy. Both apps look ok on the development PC, but on the users PC there is a noticable difference. Anyone got a reason why, and more importantly a solution?
The Apps are written in VB.Net
Thanks in advance for your help
Paul
We have a CRM Application on my enterprise using Firebrick background color.
It never displays the same color depending on the monitor. See that every monitor
have different display panels and different gamma values.
Are they running the same Graphic Card Model? nvidia, ati. The output display is not only given by the monitor. The graphic card is involved as well.