Windows Phone 8 Tile size? - windows-phone

where do i find informations which size my windows phone 8 icons should have?
what is the minimum amount of different icon sizes which i have to create to submit my app?

I found the answer in the WP8 documentation: http://msdn.microsoft.com/library/windowsphone/design/jj662929(v=vs.105).aspx

Actually, you have Tile sizes on this page:
Tiles for Windows Phone

there is a picture with directly answer
http://i.msdn.microsoft.com/dynimg/IC619133.png
Small
Flip and Cycle 159 × 159 pixels;
Iconic 110 × 110 pixels
Medium
Flip and Cycle 336 × 336 pixels;
Iconic 202 × 202 pixels
Wide
Flip and Cycle 691 × 336 pixels;
Iconic N/A

Related

Multi image's resolution development with WP

I am a beginner in WP development with Monogame, and I want to develop a universal WP app (All devices which run under WP).
Can you give me the different screen's resolution and aspect ratio?
480 × 800, ratio 15:9, scale factor 1 — WVGA, the only one supported by WP7.x OS version
768 × 1280, ratio 15:9, scale factor 1.6 — WXGA
720 × 1280, ratio 16:9, scale factor 1.5 — 720p
1080 x 1920, ratio 16:9, scale factor 2.25 — 1080p
The resolution in “logical pixels” (after the scaling) is either 480×800 on 15:9 screens, or 480×853 on 16:9 screens.
Source.

Cocos2D: Updating positions for retina

I've been working with a modified version of Cocos2D 0.99.5. Nothing has changed in this modified version as far as positions go, but when I enabled retina, the tmx maps display fine, but detected tiles, most likely using tileGIDAt and positions with ccp, as well as positioning sprites are way off. This is a known situation that I've done some research on, but don't know the easiest way to overcome it. I hope to edit just a few things in Cocos2D (using points instead of pixels when using retina) to solve this, but I haven't seen anything online that mentions this.
I saw some code divided an object's position by CC_CONTENT_SCALE_FACTOR
CGPoint objectPosition = [tmxLayer positionAt:objectTile];
if (CC_CONTENT_SCALE_FACTOR() == 2){
objectPosition.x /= CC_CONTENT_SCALE_FACTOR();
objectPosition.y /= CC_CONTENT_SCALE_FACTOR();
}
After checking out some methods in Cocos2D I really don't know where to use this. So what exact updates do I need to do and where do I need to put them?
I ran into the same problem, and here is what I found.
The problem has to do with points versus pixels and how Cocos2d handles them, which you alluded to in your question. As you know, a point on a non-retina display is the same as a retina display. The iPhone 3GS, which is non-retina, has a resolution of 320 x 480, and the center point of that screen is 160 x 240. The iPhone 4, which is retina, has a resolution of 640 x 960, but the center "point" of that screen is still 160 x 240.
Let us assume that your tmx map is made up of tiles that are 32 x 32 pixels. Let us further assume that you want to check a tile that your "hero" sprite is currently at. Finally, let us assume that your hero sprite's position is 192 x 288. To get the tile coordinate you would logically take the position of your sprite and divide both the x and y positions by your tile size of 32 (I am leaving out the Y coordinate flipping stuff). Rather than hard coding the value of 32, I assume you are getting this value by using something like the following code, where tileMap is your already loaded map:
tileMap.tileSize.width
So based on the 192 x 288 position, your hero is at tile 6 x 9 within your map. The problem is that on a retina display the 192 x 288 position is based on points, but your 32 x 32 tile is based on pixels. On the retina display, 32 x 32 pixels is really 16 x 16 in points. So in actuality, your hero sprite is not at tile 6 x 9 but rather at tile 12 x 18.
As such, an easy way to fix this is to check for a retina display, and if one exists then when trying to determine a specific tile coordinate you should divide the width and height of your tile by 2 to convert it into points.
This worked great for me, and I hope it helps you as well.

Get Field of View of an iOS7 Pano photo?

For photos taken in Pano mode (which can vary up to 180 degrees depending on when you press stop) I want to load them into a pano viewer app.
But, there isn't anything in the EXIF data that can tell you the real field of view that the photo takes. The only differences between photos I take are the native resolution. But presumably that can change between devices.
Approx 180 Approx 90
---------- ---------
Exif Image Width 10800 4176
Exif Image Height 2332 2462
Apparently Android writes XML meta data into their JPEGS:
http://atterer.org/tech/android-exif-tags-xmp-pano-panorama-exiftool
Any help appreciated!
First you need to calculate the pixels per degree that you are capturing. This can be done using the vertical angle of view and resolution.
The vertical angle of view will be dependent on the model of iphone and the orientation (landscape or portrait). For instance the iPhone 4 has a 55.7 x 43.2 degree angle of view iPhone 4 Camera Specifications - Field of View / Vertical-Horizontal Angle.
Divide the number of vertical pixels by the vertical angle of view, this will give you the pixels per degree. Then divide your panoramas horizontal number of pixels by the pixels per degree. This should give you the horizontal angle of view with enough accuracy for a good representation in a panorama viewer.

Windows 8: full screen image for different devices

I am learning Windows 8 metro style app development, I want to set a background photo in my app, it will fit the full screen, should I provide different sizes of this image so that it can fit all devices? If i should, which detailed sizes should I provide?
Should I provide different sizes so that it can file all devices?
Yes
which detailed sizes:
You should provide images that scale for different resolutions as well as sizes. Common sizes include (these come from the Windows 8 simulator - you can test you app with these sizes):
1024 x 768
1366 x 768
1920 x 1080
There are also recommendations for providing images at different resolutions (100, 140, 180 dpi).
Please make sure you check out:
Guidelines for scaling to screens
Guidlines for scaling to pixel density

Windows Mobile device incompatibilities - need suggestions for how to approach testing

I have a user who runs my application on a Samsung BlackJack with WM 6.1. He reports issues, like labels not appearing on forms, that I cannot reproduce on any of the emulators or the device that I am developing with (T-Mobile Shadow and WM 6.0).
What are my options to reproduce and identify issues like that, without getting any offending device myself and trying it out?
screen sizes are different. The resolutions may also be different. Microsoft has emulators for square pdas and vga resolution pdas. Using the Anchor property of labels might help.
The Windows Mobile 6 Professional and Standard Software Development Kits Refresh contains the following emulators:
* Windows Mobile 6 Standard SDK
o Windows Mobile 6 Standard (176x220 pixels - 96 dpi)
o Windows Mobile 6 Standard Landscape QVGA (240x320 pixels - 131 dpi)
o Windows Mobile 6 Standard QVGA (320x240 pixels - 131 dpi)
* Windows Mobile 6 Professional SDK
o Windows Mobile 6 Classic (240x320 pixels - 96 dpi)
o Windows Mobile 6 Professional (240x320 pixels - 96 dpi)
o Windows Mobile 6 Professional Square (240x240 pixels - 96 dpi)
o Windows Mobile 6 Professional Square QVGA (320x320 pixels - 128 dpi)
o Windows Mobile 6 Professional Square VGA (480x480 pixels - 192 dpi)
o Windows Mobile 6 Professional VGA (480x640 pixels - 192 dpi)
If the emulators don't help, perhaps make a build with more logging built in and give it to the user. Chances are if they reported the bug, they'll be willing to help a little and send you some logs from that private build. In the case of a UI glitch though, I'm not sure what logging would help.
This true that my application works well on all other emulators even the Square emulators. But I am getting scroll bar on SQUARE screen with 128 DPI (320 x 320). Other square screens are fine.
I thik this is because how it is rounding the size of the controls when it scales. That is 128/96 = 1.3333. Reduce the control size or compact it when you see these 128DPI 320/320 square screen. (This is Square QVGA).