On 2/22/2014 3:54 AM, Jim Graham wrote:
Hi Alexandr,

On 2/18/14 7:33 AM, Alexander Scherbatiy wrote:
  Hi Jim,

  Let's divide the discussion into two part.

  1. Where it is better to hold resolution variants?
Putting resolution variants in Image class brings some questions like:
   - Some type of images do not need to have resolution variants
   - Should resolution variants have the same type as the base image?
   - getResolutionVariants() method can return copy of the original list
so add/removeRV methods should be also added.

   There are pros and cons for placing resolution variants to Image
class or to a separate intreface.

I agree that this could be a separate interface. In my examples below I was just sticking them inside an "Image{}" to show where they lived in the set of involved objects, not a specific recommendation that they actually be new methods on the base class itself. I probably should have put a comment there about that.

With respect to add/remove - that is assuming a need for manual construction of an image set, right? Forgive me if I'm forgetting something, but I seem to recall that manual Multi-Res images was proposed as a way for developers to introduce @2x support themselves, but if we are internally managing @2x and -DPI variants for them, then I'm not sure if there is actual developer need to manually construct their own. Am I forgetting something?
The NSImage has addRepresentation/removeRepresentation methods to work with image representations on Mac OS X. The java.awt.Image class should provide similar functionality to have the possibilities as Cocoa on HiDPI displays.


  2. Using scale factor/image sizes/scaled image sizes to retreive a
resolution variant.

   May be it is better to have a structure that provide all necessary
information  to query the resolution variant: scale factor, draw area
width/height, transformed area width/height?

   For example:
   ---------------------
     public interface MultiResolutionImage {

         interface DrawAreaInfo {

             float getScaleFactor();
             float getAreaWidth();
             float getAreaHeight();
             float getTransformedAreaWidth();
             float getTransformedAreaHeight();
         }

         public Image getResolutionVariant(DrawAreaInfo drawAreaInfo) ;
         public List<Image> getResolutionVariants();
     }
   ---------------------

The problem with a constructor is that this is something that is (potentially) done on every drawImage() call, which means we are inviting GC into the equation. If we can come up with a simple "just a couple/3/4 numbers" way to embed that data into a method call argument list then we can make this lighter weight.

What about simply having floating point (double) dimensions on the rendered size
There should be a way to choose a resolution variant based on requested drawing size or transformed drawing size.
      At least a current transformation should be included too.
plus a single floating point "logical DPI" for the screen?
There is the ID2D1Factory::GetDesktopDpi method which returns dpiX and dpiY.
       http://msdn.microsoft.com/en-us/library/windows/apps/dd371316

    That means that logicalDPIX/Y can have different values.
At least it is described in the http://msdn.microsoft.com/en-us/library/windows/apps/ff684173 "To get the DPI setting, call the ID2D1Factory::GetDesktopDpi method. The DPI is returned as two floating-point values, one for the x-axis and one for the y-axis. In theory, these values can differ. Calculate a separate scaling factor for each axis."

  The getResolutionVariant method could look like:
   --------------------------------------
    public Image getResolutionVariant(float logicalDPIX, float logicalDPIY,
            float widthX, float widthY, AffineTransform transform);
   --------------------------------------

If the image is known (either passed as an argument or the method is called on the image), then it can provide the original WH.

   The MultiResolutionImage default implementation could allow to use
different strategies like scale factor/transfom/OS based
   to query a resolution variant. The OS based strategy can be used by
default.

For Mac policy, all we need is the transformed dimensions, which can be passed in as FP for generality. For Windows policy, all we need is logical DPI for the screen. What other information would we need, or would an algorithm like to use, that can't be computed from those 2 pieces?
The aim is to provide a base class that can be used to create a MultiResolutionImage like:
http://hg.openjdk.java.net/jdk9/client/jdk/diff/ae53ebce5fa3/src/share/classes/sun/awt/image/MultiResolutionBufferedImage.java

A developer should be able to implement a custom algorithm to query a resolution variant.

    It can be done by overriding the getResolutionVariant image:
   -----------------------
        Image mrImage = new MultiResolutionBufferedImage(){
            @Override
            public Image getResolutionVariant(...) {
                // Custom logic here
            }
        };
   -----------------------

Or it can be done by using resolution variant choosers so a developer can implement custom resolution variant query:
   -----------------------
public class MultiResolutionBufferedImage implements MultiResolutionImage{

    interface ResolutionVariantChooser{
Image getResolutionVariant(dpi, size,..., List<Image> resolutionVariants);
    }
    ResolutionVariantChooser TRANSFORM_BASED = null;
    ResolutionVariantChooser DPI_BASED = null;

    ResolutionVariantChooser rvChooser;

    @Override
    public Image getResolutionVariant(dpi, size,...,) {
return rvChooser.getResolutionVariant(dpi, size,..., getResolutionVariants());
    }
}
   -----------------------

  Thanks,
  Alexandr.


            ...jim

Thanks,
Alexandr.


On 2/13/2014 4:42 AM, Jim Graham wrote:
On 2/12/14 5:59 AM, Alexander Scherbatiy wrote:
On 2/8/2014 4:19 AM, Jim Graham wrote:
The primary thing that I was concerned about was the presence of
integers in the API when Windows uses non-integer multiples
      It would make sense to pass real numbers to the
getResolutionVariant() method  if the difference between resolution
variants sizes is 1.
      It seems that it is not a common case.

I was thinking of other API that is related to this, such as the API
that queries the scaling factor from a SurfaceManager.  I seem to
remember some integer return values in that, but Windows might have
the answer 1.4 or 1.8, depending on the screen scaling factor that was
determined from the UI.

In terms of the getResolutionVariant() method here, those non-integer
screen scaling factors don't directly impact this API.  But, we have
some issues with the use of integers there from other sources:

- That API assumes that the caller will determine the pixel size
needed, but the actual media choice is determined with different
techniques on Mac and Windows so this means that the caller will have
to worry about platform conventions.  Is that the right tradeoff?

- The technique recommended for Mac involves computing the precise
size desired using the current transform, which may be a floating
point value, so the integer values used in this API are already
approximations and there is no documentation on how to generate the
proper integer.  In particular, the current code in SG2D naively uses
a cast to integer to determine the values to supply which means a
transformed size of W+0.5 will be truncated to W and the lower
resolution image will be used. Does that conform to Mac guidelines? Do
they require the truncated size to reach W+1 before the next size is
used?  Passing in float or double values would sidestep all of that
since then the comparisons would be done with full precision, but as
long as we can determine a "best practices compatible with all
platforms" rule on how to round to integers, then integers are OK there.

- The Windows document you cite below suggests that the determination
should be made by looking at the Screen DPI and choosing the next
higher media variant based on that screen DPI. They do not specify
choosing media based on the current transform as is done for Mac.  If
we stick with supplying values that are used to determine which media
to use, then on Windows we should not take the transform into account,
but instead query the SurfaceManager for the scale factor and only
transform by those values (even if the current transform was manually
overridden to identity).

There are pros and cons to both approaches.

Mac ensures that you are always using the best media for any given
render operation.

But, Windows ensure more consistency in the face of other scaling.

The thing to consider is that if you have a 500x500 image with a
1000x1000 variant and you rendering it at 500x500 and then 501x501,
that first jump will be fairly jarring as the scaled version of the
1000x1000 will not look precisely like the original 500x500 did.  With
@2x images only, this effect is minimized so the advantage of always
using "the best media for a given render operation" may outweigh the
inconsistency issue.  But, on Windows where the media are 1.4x or 1.8x
in size, a downscaled image will start to show more interpolation
noise and so the balance of the two choices may shift more towards not
wanting a jarring shift.

We might want one or more of the following:

- Developer chooses policy (TX_AWARE, DPI_AWARE, ALWAYS_LARGEST, NONE,
PLATFORM) where the last policy would use TX_AWARE on Mac and
DPI_AWARE on Windows

- We create our own policy and always use it (TX_AWARE?  or DPI_AWARE?)

- We create our own policy that dynamically chooses one of the above
strategies depending on platform or available media or ???

- We could create an optional interface for them to install their own
algorithm as well.  I think it would work best as a delegate interface
that one installs into Image so that it can be used with any image
without having to subclass (it wouldn't really have much to do for
BufferedImages or VolatileImages, though):

class Image {
    void setResolutionHelper(ImageResolutionHelper foo);
    List<Image> getResolutionVariants();
}

or:

class Graphics {
     void setResolutionHelper(ImageResolutionHelper foo);
}

or - anywhere else it could be installed more centrally (per App
context)?

and the interface would be something like one of these variants:

interface ImageResolutionHelper {
    // This version would prevent substituting a random image:
    // They have to return an index into the List<Image> for that
image...
public int chooseVariant(Image img, double dpi, number w, number h);

or:

    // This version would allow substituting an arbitrary image:
    public Image getVariant(Image img, double dpi, number w, number h);
}

Since they would be in full control of the policy, though, we would
unfortunately always have to call this, there would be no more testing
in SG2D to see "if" we need to deal with DPI, though perhaps we could
document some internal conditions in which we do not call it for
common cases (but that would have to be well agreed not to get in the
way of reasonable uses of the API and well documented)?

Note that we would have to do a security audit to make sure that
random image substitution couldn't allow any sort of "screen phishing"
exploit.

            ...jim

and also what policy they use for choosing scaled images.

I don't see a mention of taking the current transform into account,
just physical issues like screen DPI and form factor. They talk about
resolution plateaus and in their recommendations section they tell the
developer to use a particular property that tells them the screen
resolution to figure out which image to load if they are loading
manually.  There is no discussion about dynamically loading multiple
versions of the image based on a dynamic program-applied transform
factor as is done on MacOS.

Also, they tell developers to draw images to a specific size rather
than using auto-sizing.  That begs the question as to how they
interpret a call to draw an image just using a location in the
presence of various DPI factors.
There is an interesting doc that describes how to write DPI-aware
Win32 applications:
http://msdn.microsoft.com/en-us/library/dd464646%28v=vs.85%29.aspx
It is suggested to handle WM_DPICHANGED message, load the graphic
that has slightly greater resolution to the current DPI and use
StretchBlt
      to scale down the image.

     Thanks,
     Alexandr.


            ...jim

On 2/7/14 3:00 AM, Alexander Scherbatiy wrote:
On 1/22/2014 6:40 AM, Jim Graham wrote:
Hi Alexander,

Before we get too far down the road on this API, I think we
understand
the way in which MacOS processes multi-resolution images for HiDPI
screens, but have we investigated the processes that Windows uses
under Windows 8?  My impression is that Windows 8 has included a
number of new techniques for dealing with the high resolution
displays
that it will run on in the Windows tablet and mobile industries and
that these will also come into play as 4K displays (already
available)
become more common on the desktop. We should make sure that what we
come up with here can provide native compatibility with either
platform's policies and standard practices.

If you've investigated the MS policies I'd like to see a summary so
that we can consider them as we review this API...
    There is the Windows Guidelines for scaling to pixel density:
http://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspx
    which says that Windows has automatic resource loading that
supports
three version of images scaling (100%, 140%, and 180%)
   --------------------------------
Without scaling, as the pixel density of a display device
increases, the
physical sizes of objects on screen get smaller.
When UI would otherwise be too small to touch and when text gets too
small to read,
Windows scales the system and app UI to one of the following scaling
plateaus:

     1.0 (100%, no scaling is applied)
     1.4 (140% scaling)
     1.8 (180% scaling)

Windows determines which scaling plateau to use based on the physical
screen size, the screen resolution, the DPI of the screen, and form
factor.

Use resource loading for bitmap images in the app package For bitmap
images stored
in the app package, provide a separate image for each scaling
factor(100%, 140%, and 180%),
and name your image files using the "scale" naming convention
described
below.
Windows loads the right image for the current scale automatically.
   --------------------------------

  The image name convention for the various scales is:
    images/logo.scale-100.png
    images/logo.scale-140.png
    images/logo.scale-180.png

   The 'ms-appx:///images/logo.png' uri is used to load the image
in an
application.

   If we want to support this in the same way as it is done for Mac
OS X
   the WToolkit should return MultiResolution image in case if the
loaded image has .scale-* qualifiers.
   The Graphics class can request an image with necessary resolution
from the MultiResolution image.

   It seems that nothing should be changed in the MultiResolution
interface in this case.

    Thanks,
    Alexandr.

            ...jim

On 1/14/14 2:54 AM, Alexander Scherbatiy wrote:

Hello,

Could you review the fix:
   bug: https://bugs.openjdk.java.net/browse/JDK-8029339
   webrev: http://cr.openjdk.java.net/~alexsch/8029339/webrev.00

   This is a proposal to introduce an API that allows to create a
custom
multi resolution image.

I. It seems reasonable that the API should provide two basic
operations:

  1. Get the resolution variant based on the requested image
width and
height:
     - Image getResolutionVariant(int width, int height)

    Usually the system provides the scale factor which represents
the
number of pixels corresponding to each linear unit on the display.
    However, it has sense to combine the scale factor and the
current
transformations to get the actual image size to be displayed.

  2. Get all provided resolution variants:
    - List<Image> getResolutionVariants()

   There are several uses cases:
    - Create a new multi-resolution image based on the given
multi-resolution image.
    - Pass to the native system the multi-resolution image. For
example,
a use can set to the system the custom multi-resolution cursor.

II. There are some possible ways where the new API can be added

  1. java.awt.Image.

   The 2 new methods can be added to the Image class. A user can
override
the getResolutionVariant() and getResolutionVariants() methods to
provide the resolution variants
   or there can be default implementations of these methods if a
user
puts resolution variants
   to the list in the sorted order.

   To check that the image has resolution variants the following
statement can be used: image.getResolutionVariants().size() != 1

   The disadvantage is that there is an overhead that the Image
class
should contain the List object and not all
   images can have resolution variants.

  2. Introduce new MultiResolutionImage interface.

   A user should extend Image class and implement the
MultiResolutionImage interface.

   For example:
   ---------------------
     public class CustomMultiResolutionImage extends BufferedImage
             implements MultiResolutionImage {

         Image highResolutionImage;

public CustomMultiResolutionImage(BufferedImage baseImage,
                 BufferedImage highResolutionImage) {
             super(baseImage.getWidth(), baseImage.getHeight(),
baseImage.getType());
             this.highResolutionImage = highResolutionImage;
             Graphics g = getGraphics();
             g.drawImage(baseImage, 0, 0, null);
             g.dispose();
         }

         @Override
public Image getResolutionVariant(int width, int height) { return ((width <= getWidth() && height <= getHeight()))
                     ? this : highResolutionImage;
         }

         @Override
         public List<Image> getResolutionVariants() {
             return Arrays.asList(this, highResolutionImage);
         }
     }
   ---------------------

The current fix adds the MultiResolutionImage interface and public
resolution variant rendering hints.

Thanks,
Alexandr.





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