Screen objects absolute size
keith.clarke at clarkeandclarke.co.uk
Tue Feb 8 06:20:47 CST 2011
Don't forget there is also the possibility of multiple monitors with different pixel densities - and what about large screen TVs or projectors?
BTW At both ends of the spectrum you will hit limits - screens physically smaller than your app's window size (forcing scrolling or scaling) and large monitors with low pixel density (designed to be viewed from a distance) giving rendering/quality problems.
If absolute viewed size is essential, you would need monitor-level, manual calibration and associated dynamic resizing. Oh, and monitor compatibility standards would need to be stated in the system requirements of the app.
On 8 Feb 2011, at 12:00, Scott Rossi wrote:
> If I understand what you're proposing, I think you're facing a losing battle
> here. With so many possible settings for resolution and variations in pixel
> density of screens, it's unlikely you'll be able to match the size of
> objects across systems/screens. The only (poor) option I was ever able to
> come up with is manual calibration on the part of the user: they need to
> hold some measuring device to the screen and either adjust their screen
> resolution appropriately, or dynamically adjust the size of objects in a
> Maybe someone else has another suggestion.
> Scott Rossi
> Creative Director
> Tactile Media, UX Design
> Recently, David Glasgow wrote:
>> I have a standalone that I want to make a good effort to make standard the
>> absolute size of objects on screen.
>> Thus, a graphic 4 inches by 4 inches on one would be close to that on all
>> others. I recall that messing with screen resolution is deprecated, which
>> means that even assuming it is possible to obtain the properties of the
>> physical screen, I would have to think about dynamically scaling objects.
>> Is this one of those things that sounds as though it should be easy but isn't?
>> Best Wishes,
>> David Glasgow
>> Carlton Glasgow Partnership
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