How to enable website to zoom and view in small devices - responsive-design

I done website in bootstrap and still is not responsive in small devices and i seen many websites are responsive without using bootstrap or maybe media query.
Those responsive websites look like this :
But mine look like this
I dont know how to make my site to zoom and view like first one. Am struck please help..Any help appreciated. Thanks.

Have you used
Grid Classes
The Bootstrap grid system has four classes:
xs (for phones - screens less than 768px wide)
sm (for tablets - screens equal to or greater than 768px wide)
md (for small laptops - screens equal to or greater than 992px wide)
lg (for laptops and desktops - screens equal to or greater than 1200px wide)
The classes above can be combined to create more dynamic and flexible layouts.
Please check

Based on size of screen they have some attributes such as
col-xs-$ Extra Small Phones Less than 768px
col-sm-$ Small Devices Tablets 768px and Up
col-md-$ Medium Devices Desktops 992px and Up
col-lg-$ Large Devices Large Desktops 1200px and Up


How to deal with new iMac sizes for responsive web design?

There's a lot that has been written about media queries for to keep mobile first in mind, however, I have read very little about optimizing for larger screens (TV) and particularly, the new iMac. The dimensions here are much larger. What's the standard that people are using that work for small (mobile), medium (tablet), and desktop (from like a 13" inch MacBook pro to a large iMac)?
A couple of comments.
Mobile first doesn't exclude larger devices. Think of it as starting with a basic design for small screen mobile devices and then adding more features and building out the design as you move up through smartphones, laptops and desktop devices.
It doesn't have to be overly complicated for larger viewports. Think about increasing font and image sizes, and you'll have enough horizontal space that you could add an extra column or other elements if you need to.
With media queries and responsive design, you are typically looking at pixels, e.g. is the window or viewport of the user greater than 960 pixels wide. Don't confuse pixels with the physical size on a screen, pixel size can vary widely between different devices.

How to size my UI components for a Cocoa mac app given the potential variety of resolutions it could be displayed on?

Cocoa uses a drawing system (user coordinate space) measured in "points" which are resolution independent...sounds great
While we need to be concerned with our app running in many resolutions, Cocoa is going to take care of that for us in (1) above...sounds too good to be true!
It does scale our controls as resolution changes...this is good.
BUT the screen size increases as my resolution increases...this is not good, I though we had a drawing canvas that was independent of the resolution!
What if the controls shrink to silly small levels as the resolution increases - should I be concerned about this?
To summarize: is their a "standard" resolution I should design for and then all automatic scaling by Apple will automatically look fine?
[Confused while reading the Apple Progammer Guide on the topic of Drawing]
You do not need to be concerned about this. The user is only allowed to select resolutions which make sense given the physical size of the display, so the standard controls will always be "large enough". You just need to test your app on Retina and non-Retina displays (and ideally both at the same time, with an external 1x monitor plugged on a 2x machine ; move your windows between the two screens and check that your images update accordingly).

Responsive Webdesign for low resolution?

I am developing websites with responsive Webdesign. So I optimize it for different resolutions.
However there is a problem for low resolutions and small screens. At the moment I ignore screen sizes lower than 280px.
Is there a general smallest size for responsive Webdesign or what screen sizes should be supported? I know that there are not many devices with such a low resolution.
No not really, but 320px is a normal limit for the lowest media queries - however; it would be better to use the CSS for 321px even if the device width is 280px? Better than the desktop design.
It all depends... it's unusual with lower than 320px, but it's not impossible. Smart watches and other wearables is coming our way.
Yes, Tony is totally right with his answer. Usually the lowest breaking point for responsive webdesign css is 320px if you develope your template as a desktop-first version which meens that you first go for the desktop resolution css styles and then go step by step lower for the different mobile device resolutions. And as it was already said, the usually lowest breaking point which normally fits for all devices with the lowest display resolution on the market (older smartphones for example) is from 320px down.
If you want to have your lowest breaking point from 320px width and every resolution under 320px then you go with this css media query:
#media screen and (max-device-width: 320px) {
your styles

Screen Resolution issue with Metro app when running in local machine (Windows 8 desktop)?

Hi I am developing a Windows 8 C# / Xaml Metro application. I have taken grid template project and customized to my design requirement.
When I am testing the application in Windows 8 simulator it works fine, but when I run the application in Windows 8 desktop using VS2012 local machine option I am facing many problems.
If I am using standard resolution of 1366 * 768 it works fine.
If I am using a low resolution like 1280 * 720 etc (low end resolutions), the screen shrinking in many cases and it causes many problem, including irregular and inconsistent look.
My doubt is:
As per my knowledge is that Metro unique feature is to scale/render in different resolutions in same way, then why is it not able to achieve it properly?
Am I missing anything very important regarding Windows 8 Metro screen resolution?
How to make the Metro app work in different resolutions of desktop in same way and give a consistent look?
Please let me know.
Thanks in advance.
This MSDN article is an excellent source on how to scale your app:
Scaling To Different Screens
Points from the article that may be relavent to you:
The minimum screen resolution for an app is 1024 x 768. Your resolution above (1280 x 720) does not meet this minimum.
For the grid graphics - it may help if you provide the suggested sizes of (100%, 140%, and 180%). For example, for the standard grid size (250 x 250), you should provide images of the sizes of 250 x 250 (100%), 350 x 350 (140%), and 450 x 450 (180%). You have to use one of the two naming schemes (file name scheme, or folder name scheme) for your app to automatically select the size. For example, if your graphic in the xaml is named "mygraphic.jpg", then you can provide the scaled images named "mygraphic.scale-100.jpg", "mygraphic.scale-140.jpg", and "mygraphic.scale-180.jpg".
Since you are not very specific in indicating what is wrong, it is hard to suggest other things. Definitely take a look at the article.
Wrap your content panel in a Viewbox. It will scale the content to fill the available space.

Layout resources for tablets

I'm busy developing an android application by making use of Xamarin and Visual Studio. I have created the following folder structure:
res/layout/main_activity.xml # For phones
res/layout-sw600dp/main_activity.xml # For 7” tablets
res/layout-sw720dp/main_activity.xml # For 10” tablets
For the various layouts, but this does not seem to be working. It keeps showing the xml file which is located in the res/layout/ folder?
Any help would be appreciated!
Many thanks in advance!
Low density Small screens QVGA 240x320
Low density Normal screens WVGA400 240x400 (x432)
Medium density Normal screens HVGA 320x480
Medium density Large screens HVGA 320x480
High density Normal screens WVGA800 480x800 (x854)
Xoom (medium density large but 1280x800 res)
Note: The sizes that you specify using these qualifiers are not the actual screen sizes. Rather, the sizes are for the width or height in dp units that are available to your activity's window. The Android system might use some of the screen for system UI (such as the system bar at the bottom of the screen or the status bar at the top), so some of the screen might not be available for your layout. Thus, the sizes you declare should be specifically about the sizes needed by your activity—the system accounts for any space used by system UI when declaring how much space it provides for your layout. Also beware that the Action Bar is considered a part of your application's window space, although your layout does not declare it, so it reduces the space available for your layout and you must account for it in your design.