First of all thanks Jens for taking the time to reply and educate me.

On 2012-05-05, at 12:40 PM, Jens Alfke wrote:
> On May 5, 2012, at 7:41 AM, Peter Teeson wrote:
>> But I did not realize that the bounds stroke was straddling the view content 
>> edges.
>> How did you learn that? 
> 
> If you think about it, drawing a stroke along a path _has_ to draw on both 
> sides of the path
> (i.e. centered on the path) because there isn’t necessarily any inside or 
> outside;
> the path might not be closed, or it might be a figure 8 or something.
Good points Jens. I never gave a thought to look up -stroke in the NSBezierPath 
reference.

> Another side effect of this is that, if the path width is an odd number of 
> pixels,
> you should offset your coordinates by 0.5 to make sure you completely fill 
> pixels,
> otherwise you’ll have fuzzy borders on your horizontal and vertical strokes.
> 
> —Jens

As to odd number of pixels I was under the impression that the parameters are 
in points,
which are a unit of length* whereas pixels are related to hardware specs. e.g. 
Line width is in points. 
So it is not the responsibility of the device driver to map points to pixels in 
a device dependent way?

I wish to write resolution independent code which to me implies I should use 
points.
Are you saying that I have to compute the path width in pixels? And then adjust 
for valence? etc?
If so I have been harbouring an illusion that I'm responsible for points and 
the drivers are responsible
for mapping to the hardware. If I am wrong then doesn't this place an undue 
burden on the programmers.

Have I got it wrong? But anyway thanks for taking the time.

respect….

Peter

*[Point is a physical unit of length, used in typography. 
It's equal to 1/12 Pica, and 1 Pica = 1/6 inch. So 1 pt = 1/72 inch]


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