Checking Application LayoutUnlike PC displays, which have standardised to two or three common sizes, mobile phone displays still come in many shapes and sizes. The screens have grown larger, while smaller screens still exist at the lower end of the market. Displays typically support both portrait and landscape modes. The screen size of mobile devices is significantly smaller than that available on desktop devices. Carefully consider what is the most relevant content to present on the application UI, as it might not be reasonable to try and fit as much content into the screen as you might have in a desktop application. Relate the position and size of widgets to the dimensions of the display. This enables the same set of information to be presented on the screen in all resolutions; higher resolution devices just display finer graphics. Change the settings in the View section to check application layout. Each unique mobile device targets a different market niche, a combination of form, functionality, and price, which expands the total addressable market for mobile applications. The characteristics of your target devices, such as screen size and orientation, touch support, and the availability of a keyboard or home screen, affect application design. In the Device field, select different device models to test the application on them. Rotation changes the orientation of the primary display between portrait and landscape. Rotation is effected by a sensor. By default, all applications can present in portrait or landscape orientation. Based on the product ID, one orientation is considered dominant. Because most application software must deploy to multiple devices, ensure that your application layout is properly usable in both orientations. Click Rotate Device to change the orientation of the display between portrait and landscape. In addition to the display size in pixels, physical screen dimensions have an impact on designs. Devices with the same size display can vary in physical dimensions and, consequently, in screen resolution. The implications are most obvious on images, particularly on those that contain graphic text or fine details. For example, on devices that share a 240-pixel screen width, a logo that is legible at 154 pixels per inch may be somewhat less so at 199 pixels per inch. You can use Qt Simulator to ensure that screens designed on a large computer monitor are suitable once transferred to a mobile device and that critical visual elements remain legible at all supported screen sizes. Move the Zoom slider to the left to scale the device to its real size and to the right to make each device pixel correspond to a pixel on the screen. However, Windows always reports the DPI of the screen as 96 pixels per inch, and therefore, Qt Simulator cannot reliably detect the DPI of the screen. The same problem might arise on some Linux systems that use a fixed value for the DPI. Click the Advanced Settings button to make the Native size setting match the real size of the device. In the Configuration dialog, you can use the following approaches to scale the screen to the correct size: Qt Simulator scales fonts according to the screen DPI. Always specify font size in points, not pixels, to have them scaled correctly on different screen sizes. [Previous: Interacting with Applications] [Next: Scripting] © 2008-2010 Nokia Corporation and/or its subsidiaries. Nokia, Qt and their respective logos are trademarks of Nokia Corporation in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. Privacy Policy X
|