Emulate massive 2x4K screen size for interactive touchscreen project - virtual-machine

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!

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Does it matter if the app has always the highest density images

Im building multiple apps in React-native and I know that there its possible to put in multiple images that have a different density. React-native selects them automatically in the tag. I know for native Android and iOS they do the same.
I get it if you want to have some changes for lower density devices. Maybe a other design of a icon or something like that. But what if you have the 3x and then resize it to a 2x and 1x. Then you have the same image but with a smaller file.
Now my question is does it really matter to add the 2x and 1x if I already have the 3x? I don't see any performance of quality issues with that.
I guess (but not sure) it can give a RAM issues with large amount of images shows simultaneously.
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Poor Image Quality when capturing Photo on Windows Phone 8.1

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Update: It seems the issue is related to the camera not focusing properly. Why that is and how to resolve it is still another question.

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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.

Cocos2d - 4inch screen displace the game

i developed a game for the iphone4. Now i got problems with the iphone5 and the 4inch screen. My game is on the left side of the 4inch screen and i have a big black border on the right side. But the buttons from the game are in the middle of screen, they have same position like on the iphone4. I checked everythin but i dont know why the background-images and the sprites are on the left side and the buttons are in the middle. I want that everything is in the middle or on the left side. It would be great if anybody could help me!! Thanks!!
COCOS2d-iPhone:
If you're using the latest beta, the only change you should need to
make is export all your images at twice the size and use the "-hd"
suffix, similar to Apple's "#2x". The documentation also says you need
to set the content scale factor of the director.
You can find the documentation here.
and more detail here.
COCS2d-X:
Cocos2D-x has a very easy solution for multi-resolution problem.
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
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Directly Record Screen on Mac

OK so I want to record the screen of a Mac directly to a .mov or .m4v. I've taken a look at Son of Grab from Apple, but I would prefer not to deal with screenshots and individual images and just work with video.
I thought there should be something in QTKit but I can't find it. I know this can be done in OpenGL, but 1) I don't know how and 2) I'd like to avoid that if possible.
Just to elaborate, I am recording from iSight using QTCaptureDeviceInput and (obviously a QTDevice) because I need to solution to work on Snow Leopard.
It seems like there should be a way to just target the screen as the input device for QTMediaTypeVideo.
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Apple has two samples showing the main two ways this can be done: :-
ScreenSnapshot
SonOfGrab
It would be easy to modify these to do it say 1000 times in a loop!