ipad screen size comparison

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IOS determines the device screen size and resolution

According to the screen size and resolution, ios currently has six versions. The existing resolutions of iOS devices are as follows:IPhone/iPod TouchIPhone 1, 3G, 3 GS, iPod Touch 1, 2, and 3Retina screen 640 pixels x 960 pixels iPhone 4, 4 S, iPod Touch 4Retina screen 640 pixels x 1136 pixels iPhone 5, iPod Touch 5 IP

Explanation of dpi/screen-size on android

Explanation of dpi/screen-size on androidAndroid defines four screen-size: small normal large xlarge and six dpi levels: ldpi (low )~ 120 dpimdpi (medium )~ 160 dpihdpi (high )~ 240 dpixhdpi (extra-high )~ 320 dpixxhdpi (extra-high )~ 480 dpixxxhdpi (extra-high )~ 640 dpi defines these levels to better organize resourc

Computer display screen resolution and size detailed

number of 4:3 of the 20 "and 21" screen of the disjunction, but as the 4:3 screen is becoming more and more rare, to buy this resolution screen is increasingly difficult. On the ginger table there is a "UXGA" Dell screen turned straight, and quite convenient. # QXGA (2048x1536)-QXGA resolution is four times times the

CSS Font Size: The comparison between EM and PX, PT, percent

One of the most confusing aspects of CSS styling is the Font-size property of the text extension in your application. In CSS, you can display the size of text in a Web browser in four different units of measure.Which of the four units is best for the Web? The problem aroused a wide controversy. It is difficult to find a definite answer, because it is so difficult to answer on its own.Contact these units1. "

CSS Font Size: The comparison between EM and PX, PT, percent

One of the most confusing aspects of CSS styling is the Font-size property of the text extension in your application. In CSS, you can display the size of text in a Web browser in four different units of measure. Which of the four units is best for the Web? The problem aroused a wide controversy. It is difficult to find a definite answer, because it is so difficult to answer on its own. Contact these units

iOS development-Get the size of the screen and the models represented by each simulator

Get screen Size[[[UIScreen mainScreen] currentMode].size.width];[[[UIScreen mainScreen] currentMode].size.height];也能够:NSLog (@ "Frame height:%f frame width:%f", self.frame.size.height,self.frame.size.width);As the above code on different devices, the resulting values are different. IPhone (3.5 inch): x 480 -- Iphone3 iphone Retina (3.5 inch): 640 x 960 --iphone4,4s iphone Retina (4.0

iOS development-screen size for all devices

IPhone Devices:IPhone 1G---320x480IPhone 3G---320x480IPhone 3GS---320x480IPhone 4---640x960IPhone 4S---640x960IPhone 5---640x1136IPhone 5S---640x1136IPhone 5C---640x1136IPhone 6---750x1334IPhone 6 Plus---1080x1920 (development should be adapted according to 1242x2208)IPhone 6S---750x1334IPhone 6S Plus---1080x1920 (development should be adapted according to 1242x2208)IPhone 7---750x1334IPhone 7 Plus---1080x1920 (development should be adapted according to 1242x2208)IPhone 8---750x1334IPhone 8 Plus

The size of setDesignResolutionSize to the vertical screen is incorrect.

/M_obDesignResolutionSize.width; M_fScaleY = (float) m_obScreenSize.height/M_obDesignResolutionSize.height; This is the key code. The Code regards the 1 or 2 parameters passed in as the width and height of the design size, and then calculates the ratio with the width and height of the screenSize to determine the scaling ratio. Where is the screenSize source? two functions are displayed. Const CCSize CCEGLViewProtocol: getFrameSize () const { ReturnM

Mobile screen size self-adapting

1 varMetael = Document.queryselector (' meta[name= "viewport"]);2 varScale ;3Scale = document.documentelement.clientwidth/320;4Metael.setattribute ("Content", "width=320,initial-scale=" + scale + ", maximum-scale=" + scale + ", User-scalable=no");5 varISPC =function() {6 varUseragentinfo =navigator.useragent;7 varAgents = ["Android", "IPhone", "SymbianOS", "Windows Phone", "IPad", "IPod"];8 varFlag =true;9

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