retina-display

Retina display VS normal display color difference

我是研究僧i 提交于 2019-11-27 07:54:29
问题 I am designing a custom button with that requires me to overlay a UIButton on top of a UIImageView . The UIImageView uses a [UIImage stretchableImageWithLeftCapWidth:topCapHeight:] image and the UIButton has a background color with a pattern image [UIColor colorWithPatternImage:[UIImage imageNamed:@"buttonPattern.png"]] The problem I am facing is that on iPhone 4, the images from the UIButton and the UIImageView appear to have slightly different colors although they should match. Testing the

Retina iPad Specific CSS

扶醉桌前 提交于 2019-11-27 05:25:57
问题 I'm designing a responsive site that will look different on mobile devices. I have three separate media queries in my css plus a query for retina display(s). /** 768PX IPAD PORTRAIT **/ @media screen and (max-width: 768px) {} /** 480PX IPHONE LANDSCAPE **/ @media screen and (max-width: 480px) {} /** 320PX PORTRAIT **/ @media screen and (max-width: 320px) {} /** RETINA IMAGES **/ @media all and (-webkit-min-device-pixel-ratio: 2) {} When iPad is in portrait mode, it will get the mobile version

CoreGraphics for retina display

不问归期 提交于 2019-11-27 05:13:04
问题 I am using the following code to perform some manipulations on the image that I loaded, but I find that the display becomes blurry when it is on the retina display - (UIImage*)createImageSection:(UIImage*)image section:(CGRect)section { float originalWidth = image.size.width ; float originalHeight = image.size.height ; int w = originalWidth * section.size.width; int h = originalHeight * section.size.height; CGContextRef ctx = CGBitmapContextCreate(nil, w, h, 8, w * 8,CGImageGetColorSpace(

How to test a website for Retina on Windows without an actual Retina display?

谁说胖子不能爱 提交于 2019-11-27 04:09:30
问题 Is there a way to simulate a Retina display on Windows to test a website for HiDPI displays such as Retina? I run Windows on a standard 24" 1920x1080 monitor. Last night I checked out my website on a friends brand new 15" Retina MacBook Pro and the graphics looked all blurry (far worse than on a regular 15 inch MacBook), while the font was super crisp and sharp, making the logo appear even worse because of the direct comparison. I have followed this tutorial to make my website Retina ready:

Can I dump my non-Retina Images for a iOS7 only app?

∥☆過路亽.° 提交于 2019-11-27 03:47:46
问题 The next update of my iPhone app will be targeted for iOS7 only. A couple of questions? Does this mean I can delete all the non-retina images from my app? If I have only retina images left do I still need to mark them @2x? Does Apple keep older iOS versions of my app on the store so those running older versions of iOS who have bought or want to buy can still access it? Any help would be most appreciated. 回答1: Yes you still need to have the @2x at the end. Yes you can drop all the non-retina

Swing and bitmaps on retina displays

馋奶兔 提交于 2019-11-27 03:33:22
问题 I've got a Java desktop app that works, amongst other, on OS X. Now the new MacBook Pro has a retina display and I'm concerned: how is it going to work regarding Swing? What about when a Java app uses both Swing components and some bitmap graphics (like custom icons / ImageIcon)? Shall all desktop Java apps be automatically resized (for example by quadrupling every pixel) or am I going to need to create two versions of my icons set (for example one with 24x24 icons and the other with 96x96

Drawing image with CoreGraphics on Retina iPad is slow

久未见 提交于 2019-11-27 02:47:49
问题 In my iPad app, I am rendering to an offscreen bitmap, and then drawing the bitmap to the screen. (This is because I want to re-use existing bitmap rendering code.) On the iPad 2, this works like a charm, but on the new iPad with Retina display, drawing the bitmap is really slow, even though its resolution is still the same. To draw the bitmap, we use the regular Quartz 2D functions: CGImageCreate with a data provider created by CGDataProviderCreateWithData , 32-bit RGBA format with

How to Draw a single point line in iOS

别等时光非礼了梦想. 提交于 2019-11-27 02:05:24
I was wondering what is the best way to draw a single point line? My goal is to draw this line in a tableViewCell to make it look just like the native cell separator. I don't want to use the native separator because i want to make in a different color and in a different position (not the bottom..). At first i was using a 1px UIView and colored it in grey. But in Retina displays it looks like 2px. Also tried using this method: - (void)drawLine:(CGPoint)startPoint endPoint:(CGPoint)endPoint inColor:(UIColor *)color { CGMutablePathRef straightLinePath = CGPathCreateMutable(); CGPathMoveToPoint

How to enable “use low resolution” on Retina display for an Application when shipping it?

两盒软妹~` 提交于 2019-11-27 02:00:55
问题 I have an application that breaks in HiDPI mode unless I chose "get Info" in finder and there tick the "open in low resolution" checkbox. Fixing the application is not an option as it was made using authoring software that is no longer really actively maintained by its vendor. Now here is the thing: When I take the application, put it on the desktop, zip it and afterwards set the "open in low resolution" checkbox to true, delete the application and unzip the original one the checkbox stays

How to create a CGBitmapContext which works for Retina display and not wasting space for regular display?

随声附和 提交于 2019-11-27 01:02:41
问题 Is it true that if it is in UIKit, including drawRect , the HD aspect of Retina display is automatically handled? So does that mean in drawRect , the current graphics context for a 1024 x 768 view is actually a 2048 x 1536 pixel Bitmap context? ( Update: if I create an image using the current context in drawRect and print its size: CGContextRef context = UIGraphicsGetCurrentContext(); CGImageRef image = CGBitmapContextCreateImage(context); NSLog(@"width of context %i", (int) CGImageGetWidth