I am using a script from http://detectmobilebrowsers.com/ to detect whether a site is being viewed on a mobile browser.
If the site is on a mobile browser, I show a pared down, simple slideshow. If it is a regular browser, I show a whiz-bang super slideshow. I'd like to optimize my images, making them as small as possible on the mobile slideshow. My mobile slideshow is responsive, so it will shrink to fit in whatever window, but I don't want to make it any larger initially than it absolutely has to be.
Does anyone know what the maximum width is on the current array of mobile browsers? Or rather, the maximum width of mobile devices that are detected with the http://detectmobilebrowsers.com/ script?
BTW, I'm not asking how to detect the width once the page is loaded in a browser.
Thank you!!
Edit....
I think you guys misunderstood my question. I AM using max-width:100%. My images DO scale to fit any screen-size. And, I DO determine whether to show a simple slideshow or a complex one. Here's my logic:
If the user is using a mobile device (based on the device detector)
show a simple slideshow
Else the use is NOT using a mobile device (based on the device detector)
If this is a small screen (based on media queries)
show a simple slideshow
Else this is a large screen (based on media queries)
show a complex slideshow
End If (based on media queries)
End If (based on the device detector)
Why bother using mobile detection at all? Because even though for small screens I am only showing the simple, low-filesize slideshow on small screens, the images from the complex, image-heavy, high-filesize slideshow ARE STILL DOWNLOADED (http://cloudfour.com/examples/mediaqueries/image-test/). My media query determination of which slideshow to show doesn't save the user from having to download the images of the slideshow that's currently not shown. It's only used because the simple slideshow looks better on small screens than the complex one. Using the mobile detection screen makes sure that images that aren't shown, aren't downloaded.
Why do I care what the maximum width is on current mobile devices, when my images are set to 100% width and will scale down to fit any size? Because a 900px wide image has a larger filesize than a 600px wide image. If I know what the max width is that the image needs to be, I can save the slide down to that size initially, saving some additional bandwidth. Have you guys ever viewed a slideshow on a mobile device? Slow!
I would really appreciate if anyone can point me towards the proper stats. I googled, but couldn't find what I needed.
The answer is almost certain to change as soon as you deploy the software.
It also depends on whether you mean pixels or screen-resolution-pixels (the Retina displays define them differently).
Perhaps it's best to stick with detecting mobile browsers (if you don't like the scripts you're using, see , e.g.:
Detecting mobile browsers on the web?)
and then let users opt into higher-rez images.
Alternately, you could try to detect bandwidth, which is really what you're optimizing for; 'mobile' is just a proxy for this, and only moderately correlated with it.
Related
I am having an issue with auto scaling while trying to create a Windows forms app. I'm currently running on a Dell laptop with a 3840 x 2160 display (4K). I'm trying to add an image to a picture box, and if I leave the picture at its native size (which is quite small on my display) it appears at a correct autosized scale when I go to run the app. The issue with this is at the native picture's size it is very difficult to lay out all the other items I want to add to the app. If I increase the size of the picture to something that is usable it increase the size of the image to something large enough it doesn't fit on my screen. I know this is likely due to the auto scaling Windows 10 does, but I wanted to see if anyone else might have a work around for this? I've tried to see if there is a way to zoom in the display in the designer window, but I haven't found anything. I have also noticed the size of the windows forms app itself changes depending on where I have items placed on it.
I don't know that I completely understand what you're asking, but I would assume it could have something to do with the pixel units of your elements. Here's an excellent explanation of point-based vs pixel-based sizing
I've just starting reading about responsive design and I want to start learning more and more about it.
The first thing that has occurred to me is how to actually view your work in different screen sizes.
Is there a standard tool that people use on there computers to simulate there work on all different devices?? Or do you just check your work on the different devices??
Currently I've just been moving my browser to approximate sizes and it feels really unprofessional.
In Chrome, if you press [F12], on the top left corner, you have an icon which look like a mobile phone, then in your page, you can select the device model, and the screen resolution
I have a mobile game developed by U3D and NGUI and targeted to platforms such as android and IOS, but there are so many mobile resolutions and aspect ratios change from 1.3 to event 2. My UI are designed under resolution 1136x640, and UIRoot Scaling style is FixedSize, Manual Height is 640.
I am not going to use anchors in NGUI widgets because distance is defined in pixels but not in percentages, when resolutions are changed, relative position of widgets are also changed, this is not what I want.
I refer this but still have no idea to handle this tricky problem perfectly, I need some suggestions on how to use NGUI in right way to handle different mobile resolutions.
The newest (3.x.x) NGUI allows you to use their new anchoring system. As you said, it is specified in pixels, however you can specify different targets and distances to different edges, and it will behave similarly to percentages.
Are you familiar with NGUI team videos explaining their new releases?
https://www.youtube.com/watch?v=6k5iIzKTEBQ
Some of the information there could be helpful, and playing with Custom settings of anchors either.
Another useful things is to create scaling script attached to root, which scales all elements down, basing on the detected dpi. If your UI is prepared for phones, you probably won't need all the buttons to take the same percent of the screen on tablets.
I'm retro-fitting a website for Mobile First Responsive Design (MFRD). My question is - how far do you go with the "Mobile First" part?.
For example - on the homepage I plan on having a list of upcoming events, say 4 or 5. On the mobile version I thought 2 would be enough to save screen real-estate. Should I load the other events in dynamically for the larger views, or should I just hide them since it will only be a few elements anyway?
Loading them dynamically for larger sizes means I have to attach an event to the window resize which typically gets fired every pixel. Even though I can offset that with Timeout, that's still a lot of client side checking is it not (even though it's not like users are constantly resizing their browsers).
I mean, even though you're designing for mobile first, you also have to consider the larger sizes right? Obviously larger JavaScript libraries and other assets that are needed for larger only you want to pull in later and not load for mobile - but how crazy do you want to get with the bandwidth saving?
What is the target market for the website? Are you making a completely responsive website that encapsulates smartphone to desktop? Or are you just concentrating on smartphone to tablet?
Mobile First really just means start your styling and content views at the smallest form factor and work up as the device dimensions get bigger. HTML, CSS (media queries) and jQuery all play a part to expand the UI and manipulate (show/hide) content elements as the browser gets bigger.
Take a look at Smashing Magazine, their responsive layout is one of the most extensive I have seen so far, it will give you an idea of how far you can take the MFRD or DARL (Device Agnostic Responsive Layout) methodologies.
So I am creating my first webpage catered to mobile browsers. What are some things to consider?
How do I get the resolution right for different devices (Blackberries, iPhones, iPads, etc.)? Is there a common method that people are using? Some sort of framework?
How do I prevent zooming (on most touch screen phones, you can zoom in by pinching)?
What are some other things to keep in mind?
There are a ton of good practices to follow. Here are a few:
make the content shorter and easier to read. People can only scroll so much and read so much on a smaller screen size.
develop all your content in one single column. Make the width flexible (100% or close to it) so that it expands to fill the screen Do not make people horizontally scroll the page.
do not use a lot of a) scripts, b) css stylesheets, c) images. These require lots of downloading and will increase the page load time and the cost for the user (as most people on mobile pay per KB for Web browsing). Consolidate / gzip your files.
in your css, add extra line-height for easier reading.
in your css, add extra letter-spacing between numbers in phone numbers, for easier reading.
retain a link back to the full site, for those who want the full content.
include a back to top link at the bottom of the page, so users do not have to scroll all the way back up.
add padding to a hrefs so that it is easier to click/touch a link.
use HTML5 form types so that modern browsers will use the appropriate keyboards... http://diveintohtml5.ep.io/forms.html
Just create normal web pages with liquid layout and let the browser take care of choosing an appropriate width.
If you know your pages will scale down nicely to mobile screen sizes, give the browser a clue that it can show the pages 1:1 without zooming by default. Include in your <head>:
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
I would strongly recommend not attempting to disable zooming (user-scalable=no) as it's a useful feature that you gain nothing by blocking.