retina-display

How do I suppress webkit messages in rspec output

佐手、 提交于 2019-12-11 14:56:59
问题 I've just moved to a macbook pro retina with Mavericks and have started getting these warning messages in my rspec output: webkit_server[55708:507] CoreText performance note: Client called CTFontCreateWithName() using name "Arial" and got font with PostScript name "ArialMT". For best performance, only use PostScript names when calling this API. I'm using capybara with the webkit javascript driver by setting the following in my spec_helper.rb file: Capybara.javascript_driver = :webkit Does

Show images using Python/tkinter on scaled (e.g. retina) displays

你。 提交于 2019-12-11 10:34:50
问题 When showing images from python/tkinter, using code such as: self.label = tk.Label(self.root, image=image) self.label.pack() the image appears pixelated on a MBP retina, i.e. pixel-doubled in each axis. Is there a way to persuade tkinter to show the image at 'native' resolution? If not, what other solutions are available to show the image? Of course the image can be saved a viewed elsewhere but I am after a GUI option. 回答1: If you use the Cocoa version of Tk (for example the ActiveState

iOS @2x elongated images

隐身守侯 提交于 2019-12-11 09:56:39
问题 I have a set of images with @2x for retina display detection. This works fine on most images, however 1 image is elongated. This image was added to an UIImageView in Interface Builder. I know the names are the same (aside from the @2x part) and the files are both the same type (PNG). What else could be causing this issue? 回答1: You will need to manually set the frame of the UIImageView. 来源: https://stackoverflow.com/questions/4442401/ios-2x-elongated-images

PTM_RATIO in retina display using Box2D, cocos2d and Physics Editor

♀尐吖头ヾ 提交于 2019-12-11 09:45:06
问题 I’m having a lot of problems trying to draw body shapes on my sprites. I tried a lot of combinations but I’m not able to make it work on retina display. I’m supporting iPhone retina only and both iPad (retina and not retina). A. PTM_RATIO The first question is which PTM_RATIO use for each device if I want the same physics in all devices. I read several posts and I don’t know if PTM stands for “ Point To Meter ” or “ Pixel To Meter ”. ¿Which column is the right one? B. Physics I want do draw a

NSToolbarItem with Segmented Control - Images Not Rendering Correctly

不打扰是莪最后的温柔 提交于 2019-12-11 07:03:14
问题 I'm trying to emulate Xcode's toolbar controls to show/hide the Navigator and Inspector: ...but without the bottom pane (only left and right: two segments) I screen-captured the icons from Xcode's UI and traced them in an image editing application. The resources for the left pane are: @1x: (20x20 @72 dpi) @2x: (40x40 @72 dpi, although using 20x20 @144 dpi seems to make no difference) The right-pane counterparts are identical, but flipped horizontally. All rhe resources are stored in the asset

Strange arctefact in UIImage juxtaposition on retina display

一曲冷凌霜 提交于 2019-12-11 05:50:03
问题 I have a very strange problem in my app which only happen on Retina display and not simulator . I developped a set of applications with embedded openstreetmaps tiles (pieces of map). In each app, I have a lot of pieces of map (256px/256px) that I display in a UIScrollView. It works perfectly on non-retina devices and on retina simulator . The problem : each tile appear with the last row of pixel in a randow color (most time it's black) To illustrate, I made to screenshot of the same place,

Constraint to add more space between two UIViews

主宰稳场 提交于 2019-12-11 05:04:56
问题 I'm developing an iPhone application with XCode 4.5.2 and latest SDK. Now I'm using Autolayout to work with one storyboard and use it with iPhone 4S and iPhone 5. This is how can you see it with Retina 3.5 form factor: And this is how you can see it with Retina 4 form factor: I need to add more space between Todos los establecimientos and Todos los products . And also, between Todos los products and Por distancia > . Todos los establecimientos and Todos los products now have a Top Space to:

Missing part of the image when taking screenshot while supporting Retina Display

旧巷老猫 提交于 2019-12-11 04:49:32
问题 I'm currently working on enabling support for retina display for my game. In the game, we have a feature that the user can take screenshot. We are using these part of code we found online a while ago and it's working fine when we are not supporting retina display: CCDirector* director = [CCDirector sharedDirector]; CGSize size = [director winSizeInPixels]; //Create buffer for pixels GLuint bufferLength = size.width * size.height * 4; GLubyte* buffer = (GLubyte*)malloc(bufferLength); //Read

where to start with an OpenGL painter for the Retina display

孤人 提交于 2019-12-11 03:43:28
问题 I understand that i can't adapt GLPainter example from apple to retina due to a bug mentioned here: Problems displaying full-screen CAEAGLLayer on Retina iPad Any one knows a good starting point to creating an Open-GL basic painter with brushes, that will work on Retina? or - creating an openGL painter without CAEAGLLayer 回答1: I think that the starting point can still be GLPaint , only you need to set to NO hte value of kEAGLDrawablePropertyRetainedBacking and change the way you draw in your

cocos2D iOS 6 retina display

怎甘沉沦 提交于 2019-12-11 03:08:43
问题 I'm using cocos2D and TexturePacker. My game is working correctly with iOS < 6. Since I upgraded to iOS 6, my images are displayed 4 times bigger in retina. Looks like it is displaying retina images without compressing it by 4. 来源: https://stackoverflow.com/questions/12567239/cocos2d-ios-6-retina-display