retina-display

Issues with NSImage add representation in Retina Display

故事扮演 提交于 2019-12-08 02:04:21
问题 I have two CGImageRef, imgRef1 and imgRef2. I want to create a NSImage with two representations of those CGImageRefs (for creating NSCursor). For this I used BitMapRepresentation initWithCGImage method and then added those representations to NSImage. But this doesn't work. Then I tried creating NSImage from imageRef1 and imgRef2 and then generated NSData from those NSImage's using TiffRepresentation and then added those representations to finally get the NSImage. But again this is giving low

Supporting graphics for both Retina and Non Retina display

戏子无情 提交于 2019-12-08 00:18:14
问题 I wanted to know that how should i proceed to support graphics properly on both retina and non-retina display ? I have a background image of dimension 640 * 920, i think it is for retina display. But i how would i go for supporting non retina display having dimension 320*480 ? How do you structure your graphics resources ? I have group called "Art" having all graphics (right now all for retina display dimension). Will ios automatically scale down my graphics to non - retina display ? I had

Media queries on retina enabled devices

梦想的初衷 提交于 2019-12-07 14:32:48
问题 Javascript tells me that my Galaxy S3 has a screen resolution of 720x1280 But the document is reported as 360x567. Is it possible to get the document to more accurately reflect the screen resolution? Initial-scale on the viewport perhaps? I don't seem to be able to manage it! To clarify, I know my device resolution is 720px wide in portrait mode, however when putting an element on a webpage the element fills the width of the page at 360px wide because the device is using 2 hardware pixels for

Why is the scale representing screen size wrong in iOS for my iPad Mini?

安稳与你 提交于 2019-12-07 12:20:57
问题 I have a 1st generation iPad Mini (Model A1432) with a screen resolution of 1024x768 (documentation). I have the following code in my app: CGRect screenBounds = [[UIScreen mainScreen] bounds]; CGFloat screenScale = [[UIScreen mainScreen] scale]; CGSize screenSize = CGSizeMake(screenBounds.size.width * screenScale, screenBounds.size.height * screenScale); screenSize.height and screenSize.width report: 2048x1536, which is wrong. The screenScale value is 2, but it is my understanding that it

How to detect if iPhone has retina display or not?

南笙酒味 提交于 2019-12-07 06:14:07
问题 How can I detect if an iPhone has a retina display or not? Is there a reliable way? Either pure PHP or preferably Zend Framework way of doing this. 回答1: You must consider the fact that you are trying to get client side information on the server side. It would seem that you are unable to detect the display with pure PHP or Zend framework. It furthermore seems like the UserAgent information from the client, that you might access from PHP is based upon the OS, not the hardware, and thusly does

What is the iDOT chunk

时光总嘲笑我的痴心妄想 提交于 2019-12-07 01:37:07
问题 Looking at a screenshot I took on a MacBook Pro with Retina display and running OS X 10.11, I found that it contained these chunks: IHDR, iCCP, pHYs, iTXt, iDOT, IDAT…, IEND All of these are part of the 2003 spec, except for iDOT which is a small (28 bytes) chunk. According to the chunk naming conventions, the fact that its second letter is capital should indicate that it's a chunk with a public specification. I couldn't find its specification anywhere yet though. It's not listed in the

Cocos2D + Disabling only Retina iPad Graphics

一世执手 提交于 2019-12-06 16:01:42
问题 I'm running into an issue now when exporting my cocos2d based games out of Xcode 4.3+. While I'm not intending on including iPad Retina graphics with my game, it seems the game wants Retina iPad graphics and is now loading everything incorrectly on iPad Retina Only. Is there a quick and simple way to disable iPad Retina images only when loading assets from a scale based UI? Thanks! 回答1: So it was quite simple. Added this code to the AppDelegate.m File if (UI_USER_INTERFACE_IDIOM() ==

iOS: Over-The-Air installation - black download icon on retina iPad

隐身守侯 提交于 2019-12-06 15:00:14
问题 I've setup over-the-air distribution for our iOS enterprise App. It works, but during the download, the app icon displays black on iPad3 while on iPad1 the proper icon is shown. I uploaded two icons, one in 57x57 pixels and one in 512x512 pixels. Probably I need to provide retina icons too - but I do not see how to add them to the manifest.plist, as this file contains only two icon entries: <dict> <key>kind</key> <string>display-image</string> <key>needs-shine</key> <true/> <key>url</key>

Issues with NSImage add representation in Retina Display

馋奶兔 提交于 2019-12-06 13:22:36
I have two CGImageRef, imgRef1 and imgRef2. I want to create a NSImage with two representations of those CGImageRefs (for creating NSCursor). For this I used BitMapRepresentation initWithCGImage method and then added those representations to NSImage. But this doesn't work. Then I tried creating NSImage from imageRef1 and imgRef2 and then generated NSData from those NSImage's using TiffRepresentation and then added those representations to finally get the NSImage. But again this is giving low res Image in retina displays. HEre is the sample code: (Any help would be appreciated) float aHotSpotX

How to center images in a responsive grid with CSS only and supporting retina displays?

隐身守侯 提交于 2019-12-06 12:44:45
问题 I have a page where I need to display a photo gallery in a responsive website, with support for retina displays too. The grid must be composed by blocks that fill a given container proportionally in this way: If the screen width is >= 1200px the grid must be composed by 4 columns (25% width for each block) If the screen width is < 1200px and >= 768px the grid must be composed by 3 columns (33% width for each block) If the screen width is <= 767px the grid must be composed by 2 columns (50%