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- #Mac windows different size for different windows 1080p
- #Mac windows different size for different windows tv
(In our guidelines, epx, ep, and px are used interchangeably.) Effective pixels (epx) are a virtual unit of measurement, and they're used to express layout dimensions and spacing, independent of screen density. The scaling algorithm ensures that a 24 px font on Surface Hub 10 feet away is just as legible to the user as a 24 px font on 5" phone that's a few inches away.īecause of how the scaling system works, when you design your XAML app, you're designing in effective pixels, not actual physical pixels. This scaling algorithm takes into account viewing distance and screen density (pixels per inch) to optimize for perceived size (rather than physical size). When your app runs on a device, the system uses an algorithm to normalize the way UI elements display on the screen. XAML helps by automatically adjusting UI elements so that they're legible and easy to interact with on all devices and screen sizes.
#Mac windows different size for different windows tv
Which makes designing for a TV similar to designing for a small screen.
#Mac windows different size for different windows 1080p
For example, if you create responsive code for 1080 pixels and higher, a 1080 monitor will use that code, but a 1080p TV will not-because although a 1080p TV has 1080 physical pixels, it only has 540 effective pixels. When you specify a size for a control or a breakpoint range, you're actually using "effective" pixels. XAML's effective pixel system automatically takes viewing distance in account for you. When you account for distance, the TV's 1080 pixels are more like a 540-pixel monitor that's much closer. While most TVs are physically quite large (40 to 65 inches is common) and have high resolutions (HD or 4k), designing for a 1080P TV that you view from 10 feet away is different from designing for a 1080p monitor sitting a foot away on your desk.
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This table describes the different size classes and breakpoints. When the app is running full-screen, the app window is the same size as the screen, but when the app is not full-screen, the window is smaller than the screen. When designing for specific breakpoints, design for the amount of screen space available to your app (the app's window), not the screen size.