Jitsi meet flutter4/18/2023 The counter-intuitive part is realizing that specifying a low density results an image that appears like what you might see in an ultra-hi-res monitor - everything is tiny. Set it to 80, and now you're rocking 2048dp x 1200dp. If instead we use 240, that changes to a meager 683dp x 400 dp, and conversely, if we use 120, we get an impressive 1365 dp x 800 dp. That means if we specify our dpi at 160, the app will believe that the available space is 1024dp x 600dp. Let's take a look at the consequences of using various densities with a screen size of 1024圆00.įirst, keep in mind that dp = px * (160 / dpi) (Duh, I know, but I at first thought the specified DPI would be used mainly to select resources, which indeed it also does.) When you set the DPI, you're setting the other half of the equation that will determine the dimensions in DP of the virtual application space, which the app will use to render itself. That's the tricky part (well, the part I didn't get at first). For this discussion, let's say we're going to use 1024圆00. But it's actually pretty simple.įirst, set the size you want in pixels. That's probably because when I first started this, my mind was not accustomed to the Android way of thinking about things. I'm not sure why, but it took me a little while to grasp this. So how do I use "adb shell wm" effectively?. Someone please chime in if there's a solution to this. Sometimes it's massive, sometimes it's just missing. Maybe I'm doing it wrong, but for me, the menu bar behaves in bizarre and unpredictable ways. Is there any way to cause the tablet to simulate a phone in terms of what happens to the menu bar during an orientation change?.(And believe me, what you get is the farthest thing possible from pixel-perfect.) I think the main point of using the adb shell wm commands is to test layout, not to see pixel-perfect graphics.
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