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

Related

xaml minimum application screen size

how can I set a minimum size in an universal app (win 10) for the application window? in my project I have only object with Page tag, not Window. I want that the screen of the application can't be resized less off a certein value.
thanks a lot
In the Package.appxmanifest of a Windows 8.1 Universal app, you could set a minimum width, to one of 3 pre-defined values. Setting minimum values on your page will not prevent your application from resizing. Setting maximum values will not prevent resizing either, but it will result in black borders when the application frame is larger than your set dimension. It's worth mentioning that 320 px is the absolute minimum width on 8.1 and on Windows 10 (for phones).
In Windows 10 UWP this property is no longer available. You should AdaptiveTriggers to handle your UI layout on Windows 10.
If you want to check the minimum resize dimensions, keep the scaling of your pc in mind. My laptop scales at 125%, a screenshot of the minimum dimension for the desktop client is 627x441 (~500x350 at 100%) including the space used for the app bar. But it's more common to just use AdaptiveTrigger and 720 pixels as the cut-off between phone and tablet.
you are working on a universal app, you shouldn't set a minimum width . It should be working on every resolution and device.
you should instead use visual state manager and adaptive triggers.
best of luck !

Is it possible to add a specific screen resolution option (i.e. 1720 x 1440) to windows 8.1

I have two widescreen curved monitors (optimal resolution 3440 x 1440) with the option to split each screen into two independent displays with their own media source.
I would like to use this functionality for one of my screens but because the appropriate screen resolution (i.e. 1720 x 1440) is not available the result is that Windows is being stretched.
Is it possible to add screen resolutions to the default Windows list (i.e. via regedit) or is there an application which enables me to adjust it integrally?
My graphic card is IntelĀ® HD Graphics 4600.
I used this tool with my AMD 7970 and it worked great.
http://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU
Add it as a detailed resolution, restart machine, pick it from Screen Resolution options and off you go.

Why are the maximum X and Y touch coordinates on the Surface Pro is different from native display resolution?

I have noticed that the Surface Pro and I believe the Sony Vaio Duo 11 are reporting maximum touch coordinates of 1366x768, which is surprising to me since their native display resolution is 1920x1080.
Does anyone know of a way to find out at runtime what the maximum touch coordinates are? I'm running a DirectX app underneath the XAML, so I have to scale the touch coordinates into my own world coordinates and I cannot do this without knowing what the scale factor is.
Here is the code that I'm running that looks at the touch coordinates:
From DirectXPage.xaml
<Grid PointerPressed="OnPointerPressed"></Grid>
From DirectXPage.xaml.cpp
void DirectXPage::OnPointerPressed(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
auto pointerPoint = args->GetCurrentPoint(nullptr);
// the x value ranges between 0 and 1366
auto x = pointerPoint->Position.X;
// the y value ranges between 0 and 768
auto y = pointerPoint->Position.Y;
}
Also, here is a sample project setup that can demonstrate this issue if run on a Surface Pro:
http://andrewgarrison.com/files/TouchTester.zip
Everything on XAML side is measured in device independent pixels. Ideally you should never have to worry about actual physical pixels and let winrt do its magic in the background.
If for some season you do need to find you current scale factor you can use DisplayProperties.ResolutionScale and use it to convert DIPs into screen pixels.
their native display resolution is 1920x1080
That makes the display fit the HD Tablet profile, everything is automatically scaled by 140%. With of course the opposite un-scaling occurring for any reported touch positions. You should never get a position beyond 1371,771. This ensures that any Store app works on any device, regardless of the quality of its display and without the application code having to help, beyond providing bitmaps that still look sharp when the app is rescaled to 140 and 180%. You should therefore not do anything at all. It is unclear what problem you are trying to fix.
An excellent article that describes the automatic scaling feature is here.

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

Panorama Background Image is Blurry

I have a Panorama image in my app and when it loads on the phone it is blurry. It's like when you remote desktop into another computer and you have the color settings way down. The gradient is made up of 6 colors and I can count them from the big blocky change.
Is there something special that needs to be done for an image to work as a Panorama background?
I've tried using a JPG and PNG version of the image and it looks the same for either.
I know this is an older post, but with Windows Phone Mango (7.5) you can now specify 32 bit by modifying your manifest.
BitsPerPixel="32"
Add that to the <App xmlns="" ProductID="" BitsPerPixel="32"/> and your images will now display in 32 bit mode. You get a lot smoother gradients and color resolution.
The startup screen still is only 16 bit, and your icons will only really display in 16 bit. But you can get nice colors in your app.
Windows Phone 7 currently renders with 16bit color depth, unlike your desktop/emulator which has a higher color depth. As a result, gradients won't look the same as they do on your desktop PC.
This thread here has some great pointers on how to optimize your images for this environment:
Is there a way to render PNG with gradients in Internet Explorer Mobile 7 correctly?