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Issue 14.2 ('Cocoa Fonts')
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Retina, Retina, Retina

How to do Retina the Right Way

Issue: 14.2 (March/April 2016)
Author: Sam Rowlands
Author Bio: Sam is a pixelMancer and codeWeaver at Ohanaware.
Article Description: r> No descri
Article Length (in bytes): 19,013
Starting Page Number: e>
Article Number: 14205
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Excerpt of article text...

Today I want to explain the consequences of doing Retina the right way and the wrong way, and how these affect your application and your end users. Everything in this article is based upon the experience I've gained in creating Retina-compatible applications with Xojo since 2012.

First things first, so we get this clear: points <> pixels. All drawing and laying out in OS X is done via points (which are a constant 72 dots-per-inch). When the actual drawing takes place, the OS will handle the conversion to the output device.

There's A Wrong Way to Do Retina?

Like the old phrase, "There's more than one way to skin a cat" (which raises a lot of questions about our ancestors), in programming there is always more than one way to implement a function. Making a Retina-compatible Xojo application is no exception.

When Retina Macs first appeared, people (myself included) started using a declare to figure out if they should be doing anything different. That declare is:

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