retina-display

What resolution programmers will get in Macbook Pro Retina

纵饮孤独 提交于 2019-12-23 08:54:06
问题 Note: this question may not be suitable to SO, but I'd like to ask here because I want to hear from Mac OS X developers. Macbook Pro Retina (MPB Retina) has a native 2880x1800 resolution. However, such native resolution is not directly exposed. Rather, resolutions like 1440x900 and 1920x1200 are provied as shown in the below figure. I want to know what resolution programmers will see . Is it 2880x1800? Or, a reduced resolution? I'm particularly interested in how Mac OS X handles such ultra

What resolution programmers will get in Macbook Pro Retina

故事扮演 提交于 2019-12-23 08:52:19
问题 Note: this question may not be suitable to SO, but I'd like to ask here because I want to hear from Mac OS X developers. Macbook Pro Retina (MPB Retina) has a native 2880x1800 resolution. However, such native resolution is not directly exposed. Rather, resolutions like 1440x900 and 1920x1200 are provied as shown in the below figure. I want to know what resolution programmers will see . Is it 2880x1800? Or, a reduced resolution? I'm particularly interested in how Mac OS X handles such ultra

Retina Display (iPhone, iPad) HTML [closed]

我们两清 提交于 2019-12-23 04:58:07
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 7 years ago . How can I improve my HTML site by having Retina Graphics for iPhone and iPad users? How would I get started? 回答1: this is a good resource to get started with adapting your html site to retina display actually

Write text on image in objective-c iPhone, Font size of simulator different from on iPhone itself

巧了我就是萌 提交于 2019-12-23 04:57:26
问题 I'm having something really weird going, I'm adding caption to an image and everything works fine on simulator but on the device itself the font is really small... I have a problem when using this code : -(UIImage*) drawTextOnPic:(NSString*) bottomText inImage:(UIImage*) image { UIFont *font = [UIFont boldSystemFontOfSize:48]; UIGraphicsBeginImageContext(image.size); [image drawInRect:CGRectMake(0,0,image.size.width,image.size.height)]; CGRect = CGRectMake(10.0f,10.0f,image.size.width-20.0f,

Retina images (@2x~ipad) not loaded if iPad image doesn't exist (~ipad)

余生长醉 提交于 2019-12-23 01:40:08
问题 I have something strange in my app. If in the ressources I have 2 files named : myFile~ipad.png and myFile@2x~ipad.png the retina image is loaded on iPad retina as it should be. But If i have two files named myFile.png and myFile@2x~ipad.png , the retina images is never loaded and myFiles.png is used for all devices. Is this normal ? The problem is that I want to use the image myFile.png for iPhone, iPhone retina and iPad and the image myFile@2x~ipad.png for iPad retina so I can't put the

Is there a way to generate Retina graphs using 'matplotlib'?

巧了我就是萌 提交于 2019-12-22 11:01:26
问题 Python's matplotlib does not generate Retina display quality LaTeX text by default. Are there settings or add-on package that generate Retina quality output? 回答1: Are you using 'Agg' mode (standard) to create PNG Graphs? You can create SVG Graphs with Matplot lib which have way better quality using matplotlib.use('svg') 回答2: If you look into texmanager.py you see that it makes the png by a call to dvipng and the function that makes the system call to dvipng has an argument for dpi To get

Creating retina screenshot programmatically resulting in non retina image

。_饼干妹妹 提交于 2019-12-22 10:59:12
问题 I am trying to take a retina screenshot programmatically and I have tried every approach found online, but I was not able to get the screenshot to be retina. I understand the following private API: UIGetScreenImage(); cannot be used as Apple will reject your app. However, this method returns exactly what I need (640x960 screenshot of the screen). I have tried this method on my iPhone 4 as well as the iPhone 4 simulator on retina hardware, but the resulting image is always 320x480. -(UIImage *

Drawing on the retina display using CoreGraphics - Image pixelated

不问归期 提交于 2019-12-22 04:10:10
问题 In my iOS application, I am trying to draw curves using CoreGraphics. The drawing itself works fine, but on the retina display the image gets drawn using the same resolution, and does not get pixel doubled. The result is a pixelated image. I am drawing using the following functions: - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint currentPoint = [touch locationInView:self.canvasView]; UIGraphicsBeginImageContext(self.canvasView

How do I add a high-resolution custom marker on a static google map

喜夏-厌秋 提交于 2019-12-22 03:22:06
问题 I'm using Google static maps (documention here) to show shops' locations, and I'm using a custom marker instead of the default. However, this marker image appears low-resolution on high-resolution mobiles like the iPhone 4. How do I fix it? 回答1: Set &markers=scale:2 in conjunction with a @2x marker icon image and the &scale=2 parameter. I just answered this in a duplicate question here: https://stackoverflow.com/a/17130379/378638 回答2: In order to avoid the low-resolution dithering, you need

Possible Retina issue with OpenGL ES on iPhone?

耗尽温柔 提交于 2019-12-21 21:28:54
问题 This is probably linked to another unsolved mystery of mine. I'm drawing Orthographic 2d on iPhone, using real device and simulator. I'm trying to color my pixels a given color depending on how far they are from arbitrary point in pixelspace of 'A', which I pass in (hard code). I'm doing everything in Retina 960x640 resolution. I calculate distance from A to gl_FragCoord , and I color based on leaping between 2 colors with the 'max' being 300px distance. When on simulator (with retina display