Simulate non-standard resolution - windows-8

I am working on a project that will be targeted to a specific device, and the device has a resolution of 1280 x 800. I am aware of the restrictions on a Store app that mean limited functional support for this resolution (no snapped view, etc), but I was wondering if there was a way to configure the simulator to work in a non-standard resolution. Currently all the screens we have developed have been done blind (or at least against a resolution of 1366x768) as we don't have an actual device to build against. As a result we really don't know how the layouts are going to look on the device.

Click the Change Resolution button on right edge of the simulator. 9th button down, the icon looks like an LCD display. 1200x800 is one of the resolutions provided in the dropdown list. I'd post a screenshot if I knew how to make one, the simulator works a bit too well for that ;)

Related

ReactNative doesn't respond to OrientationChanges

I'm trying to implement a navigation that pushes the user to a different screen when switching to landscape mode. I've tried for several hours now to implement an event listener to respond to an orientation change, which didn't work (I tried different examples from different websites).
Now, I took a full code example from here and here which also didn't work at all. (The first one just changes the text on the screen depending on the orientation, even that didn't work for me -.- )
I also tried to look into ScreenOrientation from Expo-Cli directly (expo-screen-orientation), but don't really get the documentation tbh.
I tried the orientation change on both an android emulator and my android phone (both Android 10).
Is there something I'm terribly missing here? How come that my app not respond to orientation changes?
Have you checked that the Device Orientation is not forced to Portrait in Xcode ? To check this go in Project -> General -> Device Orientation
Had the Device Orientation locked inside the app.json -.-

Xcode added Default-568#2x.png

About a week ago xcode showed me some error and when I clicked to solve the problem, xcode added this picture:
My questions are: What is it good for? Why do I need it?
Thank you.
Yes you must include one.
From Apple's Interface Guidelines
To enhance the user’s experience at app launch, you must provide at least one launch image. A launch image looks very similar to the first screen your app displays. iOS displays this image instantly when the user starts your app and until the app is fully ready to use. As soon as your app is ready for use, your app displays its first screen, replacing the launch placeholder image.
Without this default image (or a LaunchScreen storyboard), your app would not take all the available screen space on iPhones with 4" displays (iPhone 5, 5s, SE). This is the default image that those iPhones would use.
Of course you can (should!) change it with the one you designed.
Runtime, leading to the top and bottom of applications were empty out a lot , because the application is based on a 320x480 size to run.

Is there a different way to view the iOS Simulator in Xcode 5 / Am I viewing my button correctly?

So I'm doing the Ray Wenderlich tutorials on iOS, and I'm doing the button tutorial. When I run the app, I get something that looks like this:
I have two questions:
I often see simulators show up in the form of an actual iPhone and was wondering if that was possible, or if that rectangle is the only way to view it?
The reason I'm asking is when I connected the button to an action (It says 'Pressed!'). So, is it supposed to show up in the box (bottom right) only, or should it should up on the simulator itself- mimicking what the user would see on-screen?
Regarding your first question: Probably a problem with screen size. See also here How can I restore the iPad frame around iOS Simulator 5.1?
The output seen in the screenshot is produced with NSLog and won't be seen on the device. You need to add an UILabel or such and set its text.
In the Simulator menu, try selecting Window then Scale and go to 50%. The retina models are far too big on my screen. Also, the old iOS 6 simulator with standard iPhone did look like a real phone, so examples from a while ago will look different.
If you want to support iOS 6.x, you can load it into Xcode. From Xcode main menu, select Xcode and then Preferences, and go to the Downloads tab.

Display App in 3.5" Resolution on iPhone 5 for Development/Debugging

Does anyone know if there is a way to force an app you're developing to run in a 3.5" screen size mode if you're on an iPhone 5, just for dev/debug purposes? Something such as what might look like a toggle in the Development section of Settings or something. In other words, run the app such that it LOOKS like it's running on a non-5 iPhone (black bars on top/bottom), that way I can test certain UI functions.
For clarification, I'm NOT saying "I don't want to support iPhone 5" - I most certainly do. Also, I'm aware that I can do the 'old' retina display in the simulator, but I do not want to use the iOS Simulator as the app includes libraries that do not support i386 architecture, uses push notifications, and heavily relies on GPS to function correctly. I'm just looking for a way to test both aspect ratios on the same device to save money/time.
Thank you!
It appears that by removing the app from device, deleting the Default-568h#2x.png launch image, cleaning the project, and re-running app, I can get the functionality I'm looking for, although not as nicely as a toggle switch.
Letter box in iPhone5

How do I position in mono for android?

Hello i am new to Mono for android. I am trying to make a Calculator, in a normal windows forms application.
I can Drag a button or textbox to any position I want but how does that work in Mono for android, I want the buttons next to each other not only downwards. If I place buttons under eachother that go out of the framework I dont want that either..
I am not English il hope you will understand.
please help.
Android "supports", but has deprecated and doesn't endorse, pixel-perfect layout. Unfortunately the Windows Forms-style of dragging and dropping controls onto a design surface at specific pixel locations requires pixel perfect layout, so you can see the mismatch here.
For a Calculator, what you would instead want to do use a Table Layout or some other "resizable" container, so that your Activity can support the variety of device sizes that Android covers.