What are the limitations of scaling to multiple resolutions on WP7 - c#

I 'am developing an app targeted to WP7.1 but I want it to work well on WP8 devices too. Assuming creating layout using dynamic resizng elements (grids with auto height etc) will the app scale just like WP8 app under Windows Phone 8 (WP8 handles WVGA HD WXGA resolutions)? If yes, is this possible to get a exact screen size under WP7 and what about in-app images in high resolution? If not, should I build 2 different apps to handle scaling well? One for WP7 and another for WP8 (even if the only change is build target?)

WP7 only supports 800x480 resolution and will automatically scale on WP8.
WP7 app cannot however do any resolution dependant tweaks when app runs on WP8. You need to recompile it to WP8

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WPF - InkPresenter not found in InkCanvas

I'm starting to get really confused by the different ways to recognizer text. Some are ancient and some are for Windows Forms or WPF ...
Today, if I only need to traget Windows 10 what Ink technology should I use?
I've been trying to use InkCanvas and all the docs talk about InkPresenter.
However InkPresenter is not a member of InkCanvas ...
InkPresenter
Any ideas please?
InkCanvas is a WPF control and InkPresenter is a UWP control. Which one to use depends on what kind of application you are developing.
These are different kind of applications. A classic WPF desktop application runs on all Windows PCs including Windows 10 machines while Universal Windows Platforms (UWP) apps have the potential of running across all Windows 10 devices including phones, HoloLens and XBox: https://learn.microsoft.com/en-us/windows/uwp/get-started/universal-application-platform-guide.

Unity Game for Universal Windows 10 Platform - multiple devices confusion?

I am going to develop simple 2D game in Unity for Universal Windows Platform (Windows 10) and I am confused with these multiple devices.
Windows 10 Mobile phone is absolutely different from large desktop so:
How to make menu gui and game user interface compatible with all devices?
Add a Canvas Scaler component to the Canvas. This will automatically resize the elements, to match the current resolution. You can even change it runtime to resize all the UI elements at once.
Set the scale mode to Scale with screen size.

Design Window Phone app screen size

I'm developing app for Windows Phone. I have a Lumia 1320 and I noticed that apps on my device are wrongly seen so as many apps on the Store (like WhatsApp!)
ScreenHeight is wrong because, when task manager is open, I see a black border (especially if there is an ApplicationBar) on bottom and font size is bigger then the settled size on settings.
There is a plug-in or something in SDK for developing apps for 6" screen or there is something I miss?
Thank you all!
You can change the resolution of the device that the UI designer uses by using the side bar (on the left usually).
Here's a screenshot for you. When use correctly you can get a feel for what you app will look like on different phones.

Windows Phone 8 - Run XNA in higher resolution

We have an XNA game, that is meant to run on Windows Phone 8 as well as 7.1.
Everything in-game works on higher resolution phones like WXGA, but our game runs at 800x480 since that is the only supported size for WP7.
Is there a way to detect higher res phones for XNA and set the PreferredBackBufferWidth and PreferredBackbufferHeight appropriately?
Or is there basically not a way to do this with the available XNA support on Windows Phone 8?
XNA may not support this but it looks like MonoGame (open source port of XNA which works on WP8) will support the higher resolutions. See Nokia's topic on MonoGame and WP8 for a primer.
You need to port your game to DirectX for WP8 to support higher resolutions.

How to develop screen resolution independent smart device application in C#?

I am developing smart device application in C#. I am developing this application for 240*320 screen resolution. I want to make this application screen resolution independent so that it can run on different mobile devices with different screen resolutions. Currently I am testing my application on different emulators for platform- Pocket PC 2003, Windows mobile 6 standard SDK & Windows Mobile 6 professional SDK . When I run the application on emulator for 240*320 screen resolution or less than that it works well ( only it provide the horizontal & vertical scrall bar in case of resolution less tha 240*320). If I run my application on emulator with more than 240*320 screen resolution its User Inferface gets badly affected. How to make the smart device application screen resolution independent ? Can you provide me the code or link through which i can resolve the above issue? Is there any setting for making the application screen resolution independent?
You should apply the Docking or Anchoring techniques.
http://www.codeproject.com/KB/mobile/MOB4DEVS03.aspx

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