What is the printing resolution of a XAML file? - xaml

I'm a designer and I like having a little control over the dimensions...
I am styling a XAML file that is meant to be printed.
Since dimensions are in pixels, I'd like to know which resolution I should base myself to calculate lengths (in cm)?
Thank you!

According to Charles, Silverlight is fixed at 96 DPI:
As you know, a Silverlight program normally sizes graphical objects
and controls entirely in units of pixels. However, when the printer is
involved, coordinates and sizes are in device-independent units of
1/96th inch. Regardless of the actual resolution of the printer, from
a Silverlight program the printer always appears to be a 96 DPI
device.
...
PrintPageEventArgs has two handy get-only properties that also report
sizes in units of 1/96th inch: PrintableArea of type Size provides the
dimensions of the area of the printable area of the page, and
PageMargins of type Thickness is the width of the left, top, right and
bottom of the unprintable edges. Add these two together (in the right
way) and you get the full size of the paper.
I did some quick searching, but couldn't turn up this info in the documentation. Leave it to Charles to know this sort of information.

Related

Is there any way I can enlarge a stimulus in #psychopy without losing image quiality?

I'm importing my stimulus from a folder. I would like to make them bigger *the actual image size is 120 pix (height) x 170 pix (width). I've tried to double the size by using this code in the PsychoPy Coder:
stimuli.append(visual.ImageStim(win=win, name='image', units='cm', size= [9, 6.3],
(I used the double number in cms) but this distorts the image. Is it any way to enlarge it without it distorting, or do I have to change the stimuli itself?
Thank you
Just to answer what Michael said in the comment: no, if you scale an image up, the only way of guessing what is in between pixels is interpolation. This is what psychopy does and what ANY software would do. To make an analogy: take a picture of a distant tree using your digital camera. Then scale the image up using all kinds of software. You won't suddenly be able to see the individual leaves since the software had no such information as input.
If you need higher resolution, put higher resolution images in your folder. If it's simple shapes, you may use built-in methods such as visual.ShapeStim and it's variants: visual.Polygon, visual.Rect and visual.Circle. Psychopy can scale these shapes freely so they always stay sharp.

Re-sizing visual image while maintaining image dimensions

I'm working with documents, so maintaining the the original image dimensions and subsequent dpi is important.
The aspect ratio is always maintained so the automatic fill modes and alike don't seem to have any effect.
Say I have a 300 dpi document and the user want to clear an inch border around the image. So I need an inch cropped from the image but the result needs to be the original image dimensions (2550x3300).
I have been able to achieve this effect with...
...&crop=300,300,-300,-300&margin=300,300,300,300
This works, but seems more than a little clunky. I've tried a lot of other combinations but they all seem to enlarge or reduce the image size which is undesirable in my case.
So does someone know a simpler syntax to achieve the desired result, or do I need to re-size the image then calculate and fill with a margin as I'm doing now.
Thanks
It turns out that my example requests the image in it's full size which turns out to be a special case. When I introduce a width or height into the command line things don't work very well since crop size is in respect to the original image dimensions and margin size is in respect to the result image.
Thinking about it more I abandoned the crop approach. What I really needed was a way to introduce a clipping region into the result bitmap. So I built an extension to do just that. It works well as it doesn't interfere with any of Resizer's layout calculations and the size of the returned image is whatever the height or width were specified as. Which is just what I needed. The Faces plugin has an example of introducing a clipping region.
Karlton
Cropping and re-adding 300px on each edge is best accomplished exactly the way you're doing it:
&crop=300,300,-300,-300&margin=300
What kind of improved syntax would you expect? This isn't a common operation.

Graphics.DrawString with high resolution bitmaps == LARGE TEXT

I have an app that creates a large bitmap and later the user can add some labels. Everything works great as long as the base bitmap is the default 96x96 resolution. If I bump it up to 300 for instance, then the text applied with Graphics.DrawString is much too large - a petite size 8 or 10 font displays like it is 20.
On the one hand, it makes sense given the resolution increase, but on the other, you'd think the Fonts would scale. MeasureString returns a larger size when measured on a 300 vs 96 dpi bitmap, which wasn't really what I expected.
I've tried tricking it by creating a small bitmap of the appropriate size, printing to it, then pasting that to the master image. But when pasted to the high res it enlarges the pasted image.
The only other thing I can think of is to create a high res temp bitmap, print to it, then shrink it before pasting to the main image. That seems like a long way to go. Is there a compositing or overlay type setting that allows this? Are font sizes only true for a 96 dpi canvas?
Thanks for any hints/advice!
The size of a font is expressed in inches. One point is 1/72 inch. So if you draw into a bitmap that has 300 dots-per-inch then your font is going to use a lot more dots for the requested number of inches. So when you display it on a 300 dpi display then you'll get the size in inches back that you asked for.
Problem is, you are not displaying it a 300 dpi device, you are displaying it on a 96 dpi device. So it looks much bigger.
Clearly you don't really want a 300 dpi bitmap. Or you want to draw it three times smaller. Take your pick.
If you want a consistent size in pixels, specify UnitPixel when creating your Font object.

windows 8 metro app designing for multiple Resolution

I am designing a simple music app where the user gets to play instruments i.e. Drums, and the problem that I am facing is with resolutions.
The drums are images, which I have converted them into buttons. Everything looks great at the state that I have designed it.
However, when I switch to other resolution states, the button(image) are distorted, e.g. skewed, scaled, and looks nasty.
I have tried designing or arranging them via selecting 'Enable state Recording', but the specific designs for that state are not being saved.
Have you tried the approaches discussed here? http://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspx For the actual button sizes, make sure you are not fixing the width/height with pixel values. Use * weighted rows and columns to layout your grids and have the buttons autosize to fill a given cell in the grid. Then match with the appropriate image resource per the article.
Grids are great for dividing up available space but they can't account for changes in aspect ratios. If your items are still set to Stretch (or Fill) then they can end up out of aspect ratio. Another option is to design the entire layout at a fixed size (let's say 1024 x 768 or 1366 x 768) and wrap the entire thing in a ViewBox. ViewBox will scale all elements equally and maintain the aspect ratio, adding letterboxing (or empty space) on the sides / top & bottom if necessary. This might be a better approach for a drum kit.
Hope that helps.
Redid the whole project of designing again.
This time, I put the image inside a specific grid and that made things lot better. :)

XCode Coordinates for iPad Retina Displays

I just noticed an interesting thing while attempting to update my app for the new iPad Retina display, every coordinate in Interface Builder is still based on the original 1024x768 resolution.
What I mean by this is that if I have a 2048x1536 image to have it fit the entire screen on the display I need to set it's size to 1024x768 and not 2048x1536.
I am just curious is this intentional? Can I switch the coordinate system in Interface Builder to be specific for Retina? It is a little annoying since some of my graphics are not exactly 2x in either width or height from their originals. I can't seem to set 1/2 coordinate numbers such as 1.5 it can either be 1 or 2 inside of Interface Builder.
Should I just do my interface design in code at this point and forget interface builder? Keep my graphics exactly 2x in both directions? Or just live with it?
The interface on iOS is based on points, not pixels. The images HAVE to be 2x the size of the originals.
Points Versus Pixels In iOS there is a distinction between the coordinates you specify in your drawing code and the pixels of the
underlying device. When using native drawing technologies such as
Quartz, UIKit, and Core Animation, you specify coordinate values using
a logical coordinate space, which measures distances in points. This
logical coordinate system is decoupled from the device coordinate
space used by the system frameworks to manage the pixels on the
screen. The system automatically maps points in the logical coordinate
space to pixels in the device coordinate space, but this mapping is
not always one-to-one. This behavior leads to an important fact that
you should always remember:
One point does not necessarily correspond to one pixel on the screen.
The purpose of using points (and the logical coordinate system) is to
provide a consistent size of output that is device independent. The
actual size of a point is irrelevant. The goal of points is to provide
a relatively consistent scale that you can use in your code to specify
the size and position of views and rendered content. How points are
actually mapped to pixels is a detail that is handled by the system
frameworks. For example, on a device with a high-resolution screen, a
line that is one point wide may actually result in a line that is two
pixels wide on the screen. The result is that if you draw the same
content on two similar devices, with only one of them having a
high-resolution screen, the content appears to be about the same size
on both devices.
In your own drawing code, you use points most of the time, but there
are times when you might need to know how points are mapped to pixels.
For example, on a high-resolution screen, you might want to use the
extra pixels to provide extra detail in your content, or you might
simply want to adjust the position or size of content in subtle ways.
In iOS 4 and later, the UIScreen, UIView, UIImage, and CALayer classes
expose a scale factor that tells you the relationship between points
and pixels for that particular object. Before iOS 4, this scale factor
was assumed to be 1.0, but in iOS 4 and later it may be either 1.0 or
2.0, depending on the resolution of the underlying device. In the future, other scale factors may also be possible.
From http://developer.apple.com/library/ios/#documentation/2DDrawing/Conceptual/DrawingPrintingiOS/GraphicsDrawingOverview/GraphicsDrawingOverview.html
This is intentional on Apple's part, to make your code relatively independent of the actual screen resolution when positioning controls and text. However, as you've noted, it can make displaying graphics at max resolution for the device a bit more complicated.
For iPhone, the screen is always 480 x 320 points. For iPad, it's 1024 x 768. If your graphics are properly scaled for the device, the impact is not difficult to deal with in code. I'm not a graphic designer, and it's proven a bit challenging to me to have to provide multiple sets of icons, launch images, etc. to account for hi-res.
Apple has naming standards for some image types that minimize the impact on your code:
https://developer.apple.com/library/ios/#DOCUMENTATION/UserExperience/Conceptual/MobileHIG/IconsImages/IconsImages.html
That doesn't help you when you're dealing with custom graphics inline, however.