retina-display

iOS7 App Submission - with only 2x (retina) images?

落爺英雄遲暮 提交于 2019-12-01 20:56:16
I'm currently developing an application for iPhone with iOS7, only. From what I read, for iPhone with iOS7, there is no support for older devices than iPhone4. If that's the case, when it comes to images, all I need is retina images (@2x). Can I submit to the App Store, an app with only retina images, since the app's minimal requirement is retina devices ? Thank you. Beppe Possible duplicate of Can I dump my non-Retina Images for a iOS7 only app? Anyway, as long as I know you don't need @2x version of your images as long as you don't support old displays, but remember that your images as to be

How do you detect a Retina Display in Java?

随声附和 提交于 2019-12-01 16:46:37
How can I detect if a user has a retina display in Java? I am already aware of detecting the scale factor using Toolkit.getDefaultToolkit().getDesktopProperty("apple.awt.contentScaleFactor") , but java won't let me convert the returned value into an int. I'm wondering how I can convert that into an int, or another way to detect retina displays. I would get the value this way - public static boolean hasRetinaDisplay() { Object obj = Toolkit.getDefaultToolkit() .getDesktopProperty( "apple.awt.contentScaleFactor"); if (obj instanceof Float) { Float f = (Float) obj; int scale = f.intValue();

How do you detect a Retina Display in Java?

孤街浪徒 提交于 2019-12-01 15:45:52
问题 How can I detect if a user has a retina display in Java? I am already aware of detecting the scale factor using Toolkit.getDefaultToolkit().getDesktopProperty("apple.awt.contentScaleFactor") , but java won't let me convert the returned value into an int. I'm wondering how I can convert that into an int, or another way to detect retina displays. 回答1: I would get the value this way - public static boolean hasRetinaDisplay() { Object obj = Toolkit.getDefaultToolkit() .getDesktopProperty( "apple

Drawing with Core Graphics looks chunky on Retina display

守給你的承諾、 提交于 2019-12-01 06:28:59
I have a UIView that draws a circle from inside drawRect:rect. After reading the Apple dev info on the Retina display, it seemed like using Core Graphics meant that the drawings would automatically take advantage of the higher res. This simple circle, however, looks pretty chunky as compared to a similar circle in a badge icon. Obviously I'm comparing it to something that has gloss and shadow but I think it's pretty obvious that mine is not being drawn as well. I tried taking screenshots of apple's icon badge and my circle and they look about the same on my mac - the difference is obvious when

Checking if UIGraphicsBeginImageContextWithOptions is supported

北城以北 提交于 2019-12-01 06:05:28
I'm working on an iOS app. It currently only works on iOS 4 since I use the following method on several occasions: "UIGraphicsBeginImageContextWithOptions". This method is only available in iOS 4 and therefor my app currently crashes/doesn't work on iPhone OS 3. Aside from this method there is no reason why the app should not work on iPhone OS 3. How do I make a check to see wether or not this method is available ? I've tried the following without succes: if([self respondsToSelector:@selector(UIGraphicsBeginImageContextWithOptions)]) { UIGraphicsBeginImageContextWithOptions(targetSize, NO, 0.0

Showing retina display image with pure css

空扰寡人 提交于 2019-12-01 05:27:01
I have a situation where I can't possibly know the dimensions of an image (a proprietary limited cms...) I need to figure out how to show a retina level image, and I want to do so without using javascript (if possible). I've been using: @media only screen and (-webkit-min-device-pixel-ratio: 2) {} but that only has helped me with elements that have background images. Since the image in question can't be a background image (since I don't know the size...) what's a way of figuring this out? I have logo.png and logo2x.png , and my applicable markup looks something like: <h1 id="logo"> <a href="/"

Drawing with Core Graphics looks chunky on Retina display

只谈情不闲聊 提交于 2019-12-01 04:38:54
问题 I have a UIView that draws a circle from inside drawRect:rect. After reading the Apple dev info on the Retina display, it seemed like using Core Graphics meant that the drawings would automatically take advantage of the higher res. This simple circle, however, looks pretty chunky as compared to a similar circle in a badge icon. Obviously I'm comparing it to something that has gloss and shadow but I think it's pretty obvious that mine is not being drawn as well. I tried taking screenshots of

Why retina screen coordinate value is twice the value of pixel value

China☆狼群 提交于 2019-12-01 04:35:11
My computer is a Mac pro with a 13 inch retina screen. The screen resolution is 1280*800 (default). Using the following code: gWindow = glfwCreateWindow(800, 600, "OpenGL Tutorial", NULL, NULL); //case 1 glViewport(0,0,1600,1200); //case 2 glViewport(0,0,800,600); Case 1 results in a triangle that fits the window. Case 2 results in a triangle that is 1/4th the size of the window. Half of viewport: The GLFW documentation indicates the following (from here ): While the size of a window is measured in screen coordinates, OpenGL works with pixels. The size you pass into glViewport, for example,

Showing retina display image with pure css

房东的猫 提交于 2019-12-01 04:25:55
问题 I have a situation where I can't possibly know the dimensions of an image (a proprietary limited cms...) I need to figure out how to show a retina level image, and I want to do so without using javascript (if possible). I've been using: @media only screen and (-webkit-min-device-pixel-ratio: 2) {} but that only has helped me with elements that have background images. Since the image in question can't be a background image (since I don't know the size...) what's a way of figuring this out? I

Is There A Way To Disable Mac OS Retina Scaling For A Swing App?

本小妞迷上赌 提交于 2019-12-01 04:08:32
问题 We have a rather complex application that needs as much screen real-estate as it can get, naturally the retina display Mac Books are excellent for this purpose. However, it seems that in Swing those devices use points rather than pixels. They allow me to change the icons to higher resolution versions as discussed here. But since we do a lot of complex graphics and components overlays I want to just use "real pixels". To be clear I am not interested in fixing blurry images or icons (not