How emulate real size dimensions in css/javascript - javascript

I need to display an object with its real size on a web app. If an object has 85mm width, so should it also be displayed on the screen (ipad 1,2,3 and androids). I tried to set the images in mm units in the css, but it didn't work. Any suggestions?

As #feeela mentioned, the cm, in, mm, etc units do not correspond to real life dimensions. There is also no way to get the specific device DPI, the nearest you get is the window.devicePixelRatio property. One way to solve the problem would be using external libraries like Detector to determine the exact device the user is in and then assign any hard coded Pixel density to it as listed in wikipedia.
Once you somehow have the density you can easily convert any dimension to the desired size.
For example, on an Ipad3:
var dpr = window.devicePixelRatio;
var inch = 25.4; //1inch = 25.4 mm
var ppi = 264; //Ipad3 density
function mmToPx(mm){
return ((mm/inch)*ppi)/dpr;
}
myElement.width = mmToPx(size_in_mm);
I hope it helps anybody with the same problem…

This statement on MDN reads as it should work on devices with a high resolution:
For low-dpi devices, the unit px represents the physical reference pixel and the others are defined relative to it. Thus, 1in is defined as 96px which equals 72pt. The consequence of this definition is that on such devices, length described in inches (in), centimeters (cm), millimeters (mm) doesn't necessary match the length of the physical unit with the same name.
For high-dpi devices, inches (in), centimeters (cm), millimeters (mm) are defined as their physical counterparts. Therefore the px unit is defined relative to them (1/96 of 1 inch).
Source: https://developer.mozilla.org/en-US/docs/Web/CSS/length
And then there is also mozmm – » An experimental unit which attempts to render at exactly one millimeter regardless of the size or resolution of the display.« (See the link above.)

Related

Higher precision in JavaScript

I am trying to calculate with higher precision numbers in JavaScript to be able to zoom in more on the Mandlebrot set.
(after a certain amount of zooming the results get "pixelated", because of the low precision)
I have looked at this question, so I tried using a library such as BigNumber but it was unusably slow.
I have been trying to figure this out for a while and I think the only way is to use a slow library.
Is there a faster library?
Is there any other way to calculate with higher precision numbers?
Is there any other way to be able to zoom in more on the Mandlebrot set?
Probably unneceseary to add this code, but this is the function I use to check if a point is in the Mandlebrot set.
function mandelbrot(x, y, it) {
var z = [0, 0]
var c1 = [x, y]
for (var i = 0; i < it; i++) {
z = [z[0]*z[0] - z[1]*z[1] + c1[0], 2*z[0]*z[1] + c1[1]]
if (Math.abs(z[0]) > 2, Math.abs(z[1]) > 2) {
break
}
}
return i
}
The key is not so much the raw numeric precision of JavaScript numbers (though that of course has its effects), but the way the basic Mandelbrot "escape" test works, specifically the threshold iteration counts. To compute whether a point in the complex plane is in or out of the set, you iterate on the formula (which I don't exactly remember and don't feel like looking up) for the point over and over again until the point obviously diverges (the formula "escapes" from the origin of the complex plane by a lot) or doesn't before the iteration threshold is reached.
The iteration threshold when rendering a view of the set that covers most of it around the origin of the complex plane (about 2 units in all directions from the origin) can be as low as 500 to get a pretty good rendering of the whole set at a reasonable magnification on a modern computer. As you zoom in, however, the iteration threshold needs to increase in inverse proportion to the size of the "window" onto the complex plane. If it doesn't, then the "escape" test doesn't work with sufficient accuracy to delineate fine details at higher magnifications.
The formula I used in my JavaScript implementation is
maxIterations = 400 * Math.log(1/dz0)
where dz0 is (arbitrarily) the width of the window onto the plane. As one zooms into a view of the set (well, the "edge" of the set, where things are interesting), dz0 gets pretty small so the iteration threshold gets up into the thousands.
The iteration count, of course, for points that do "escape" (that is, points that are not part of the Mandelbrot set) can be used as a sort of "distance" measurement. A point that escapes within a few iterations is clearly not "close to" the set, while a point that escapes only after 2000 iterations is much closer. That distance quality can be used in various ways in visualizations, either to provide a color value (common) or possibly a z-axis value if the set is being rendered as a 3D view (with the set as a sort of "mesa" in three dimensions and the borders being a vertical "cliff" off the sides).

Finding the largest possible scaling factor for squares that are box packed given the dimensions of the box

My problem is as follows:
I have a set of values V1, V2, ... Vn
I have a function f(V) = g * V, where g is a scaling factor, that maps these values to another set of values A1, A2, ... An. These values correspond to areas of squares.
I also have W (width) and H (height) variables. And finally, I have a box packing algorithm (This one to be specific), that takes the W and H variables, and the A1 ... An areas, and tries to find a way to pack the areas into a box of size W x H. If the areas A are not too big, and the box packing algorithm successfully manages to fit the areas into the box, it will return the positions of the squares (the left-top coordinates, but this is not relevant). If the areas are too big, it will return nothing.
Given the values V and the dimensions of the box W and H, what is the highest value of g (the scaling factor in f(V)) that still fits the box?
I have tried to create an algorithm that initally sets g to (W x H) / sum(V1, V2, ... Vn). If the values V are distributed in such a way that they fit exactly into the box without leaving any space in between, this would give me a solution instantly. In reality this never happens, but it seems like a good starting point. With this initial value of g I would calculate the values A which are then fed to the box packing algorithm. The box packing algorithm will fail (return nothing), after which I decrease g by 0.01 (a completely arbitrary value established by trial and error) and try again. This cycle repeats until the box packing algorithm succeeds.
While this solution works, I feel like there should be faster and more accurate ways to determine g. For example, depending on how big W and H compared to the sum of the values V, it seems that there should be a way to determine a better value than 0.01, because if the difference is extremely big the algorithm would take really long, while if the difference is extremely small it would be very fast but very crude. In addition, I feel like there should be a more efficient method than just brute-forcing it like this. Any ideas?
You're on a good trail with your method I think !
I think you shouldn't decrease your value by a fixed amount but rather try to approach the value by ever smaller steps.
It's good because you have a good starting value. First you could decrease g by something like 0.1 * g, check if your packing succeeds, if not, continue to decrease with same step, else if it packs correctly increase g with a smaller step (like step = step / 2)
At some point your steps will become very small and you can stop searching (defining "small" is up to you)
You can use binary search approach. If you have two values of g, so that for one (g1) packing exists and for second (g2) packing doesn't exist, try value on half way h=(g1+g2)/2. If packing exists for h you get new larger final g, and you can make same check with h and g2. If packing doesn't exist you can make same check with values g1 and h.
With each step, interval of possible result max value, is halfed. You can get final result as precise as you like, with more iterations.

WebAudioAPI: Dividing two AudioNodes' outputs

Context: I am trying to implement an ADSR envelope in WebAudioAPI where Attack, Decay, Sustain and Release are all AudioParams, and the 'note on' and 'note off' is represented by an input value of 1 and 0 respectively. I'm using four DynamicCompressor nodes and a lot of gain manipulation to achieve this, since compressors are technically Attack-Release envelopes.
Everything is going fine, except for the fact that I need to divide the level of one signal by the level of another signal to get the amount of gain to achieve the level offset combined with the DynamicCompressor that produces the decay gradient.
If it helps, here's the formula:
decayOffsetY = (1 - sustainLevel) * (attackDur + decayDur) / decayDur
Note that sustainLevel, attackDur and decayDur are all AudioParams.
Addition, subtraction and multiplication are all rather easily achievable using some ConstantSourceNodes and GainNodes, but how do I go about division?
Note: I've thought about using another DynamicCompressorNode to perform the division, since compressors technically divide the signal by a ratio, but this ratio is in the logarithmic scale, and I end up with a compression ratio of
log(decayDur) / 5
to achieve the value of 1 / decayDur which will be connected to another GainNode. But is it even possible to perform a Math.log using just AudioNodes?
Use a WaveShaperNode to compute either the inverse or the log. You'll have to figure out how to handle the case where the input is near zero and also how long to make the wave shaper curve array, but this should work.

get device PPI in javascript

How to get real PPI (pixels per inch) device resolution with javascript?
some examples of device and value expected:
iMac 27-inch: 109ppi
iPad: 132ppi
19inch 1440x900 screen: 89ppi
...
Running a native application directly on top of the operating system is the only surefire way to acquire the physical characteristics of the client monitor stored in the EDID. No mainstream browser engine currently offers this information through any web API and will likely not in the foreseeable future.
However there are several ways to approximate the density to varying levels of accuracy.
All modern browsers give hints to the pixel density via attributes like devicePixelRatio, deviceXDPI which basically tell you how much zoom the client has going on (versus 1.0x Operating System default zoom). If you're targeting only a few devices like the Apple line then you might be able to tell which one is which, although Apple doesn't leave a scrap of a clue to discern a iPad mini from a regular iPad.
Another alternative is using device databases or proprietary software that analyze the client's "user agent string" to achieve a hit-or-miss guess of the device and then looking up the DPI associated with that device if it exists in their big database. Expensive proprietary systems might have higher accuracy by leveraging complex data mining algorithms but regardless any system like this would need constant manual updating and will still remain open to client manipulation since they can just change their user agent string ("view this website in desktop mode")
It's really an unfortunate situation not having this information available. I've spent countless hours researching ANY POSSIBLE WAY to make a PPI aware Web Application.
Maybe one day someone will be able to convince the folks at WebKit or Mozilla or Microsoft to allow people to create PPI aware Web apps for augmented reality and such... Sigh
In pure JS:
function calcScreenDPI() {
const el = document.createElement('div');
el.style = 'width: 1in;'
document.body.appendChild(el);
const dpi = el.offsetWidth;
document.body.removeChild(el);
return dpi;
}
console.log(calcScreenDPI());
You can create an element of 1in of fixed height, then look at its height in pixels
createDpiTestElements()
var dpi = getDpi()
Because
[dpi] = [px/in]
So let
p be an object's length in pixels [px]
i be that object's length in inches [in]
and d be the searched DPI/PPI for that object, in pixels per inches [dpi]
We get
d = p/i
So if we choose
i = 1
we get
d = p
JS Code
/**
* #function
* #inner
*/
function createDpiTestElements () {
var getDpiHtmlStyle = 'data-dpi-test { height: 1in; left: -100%; position: absolute; top: -100%; width: 1in; }'
var head = document.getElementsByTagName('head')[0]
var getDPIElement = document.createElement('style')
getDPIElement.setAttribute('type', 'text/css')
getDPIElement.setAttribute('rel', 'stylesheet')
getDPIElement.innerHTML = getDpiHtmlStyle
head.appendChild(getDPIElement)
var body = document.getElementsByTagName('body')[0]
var dpiTestElement = document.createElement('data-dpi-test')
dpiTestElement.setAttribute('id', 'dpi-test')
body.appendChild(dpiTestElement)
}
/**
* Evaluate the DPI of the device's screen (pixels per inche).
* It creates and inpect a dedicated and hidden `data-dpi-test` DOM element to
* deduct the screen DPI.
* #method
* #static
* #returns {number} - The current screen DPI, so in pixels per inch.
*/
function getDpi () {
return document.getElementById('dpi-test').offsetHeight
}
In a Chrome Extension
Related, but not an exact answer to the poster's question:
You can get the DPI of your display (and a lot of other information), if you're developing a Chrome Extension with the proper permissions using chrome.system.display.getInfo:
const info = await chrome.system.display.getInfo()
console.log(info.dpiX, info.dpiY)
It returns a DisplayUnitInfo object that tells you everything you might need to know.
Addendum to answers above for plain JS DOM
Also, it's worth noting that you can get an approximate pixel density combining pieces of information provided above. However, it's unlikely this will be useful for anything but logging purposes, IMO. I say this because any pixel values you use in your DOM/JS code aren't going to be "device pixel values". They'll likely have a multiplier applied.
The trick is to alter #nikksan's answer above and multiply by window.devicePixelRatio
Note that it is going to be the same answer every single time on each device, so it's probably only worth doing once.
function calcScreenDPI() {
// Create a "1 inch" element to measure
const el = document.createElement('div');
el.style.width = '1in';
// It has to be appended to measure it
document.body.appendChild(el);
// Get it's (DOM-relative) pixel width, multiplied by
// the device pixel ratio
const dpi = el.offsetWidth * devicePixelRatio;
// remove the measurement element
el.remove();
return dpi;
}
Here is what works for me (but didn't test it on mobile phones):
Then I put in the .js: screenPPI = document.getElementById('ppitest').offsetWidth;
This got me 96, which corresponds to my system's ppi.

Detecting the system DPI/PPI from JS/CSS?

I'm working on a kind of unique app which needs to generate images at specific resolutions according to the device they are displayed on. So the output is different on a regular Windows browser (96ppi), iPhone (163ppi), Android G1 (180ppi), and other devices. I'm wondering if there's a way to detect this automatically.
My initial research seems to say no. The only suggestion I've seen is to make an element whose width is specified as "1in" in CSS, then check its offsetWidth (see also How to access screen display’s DPI settings via javascript?). Makes sense, but iPhone is lying to me with that technique, saying it's 96ppi.
Another approach might be to get the dimensions of the display in inches and then divide by the width in pixels, but I'm not sure how to do that either.
<div id='testdiv' style='height: 1in; left: -100%; position: absolute; top: -100%; width: 1in;'></div>
<script type='text/javascript'>
var devicePixelRatio = window.devicePixelRatio || 1;
dpi_x = document.getElementById('testdiv').offsetWidth * devicePixelRatio;
dpi_y = document.getElementById('testdiv').offsetHeight * devicePixelRatio;
console.log(dpi_x, dpi_y);
</script>
grabbed from here http://www.infobyip.com/detectmonitordpi.php. Works on mobile devices! (android 4.2.2 tested)
I came up with a way that doesn't require the DOM... at all
The DOM can be messy, requiring you to append stuff to the body without knowing what stuff is going on with width: x !important in your stylesheet. You would also have to wait for the DOM to be ready to use...
/**
* Binary search for a max value without knowing the exact value, only that it can be under or over
* It dose not test every number but instead looks for 1,2,4,8,16,32,64,128,96,95 to figure out that
* you thought about #96 from 0-infinity
*
* #example findFirstPositive(x => matchMedia(`(max-resolution: ${x}dpi)`).matches)
* #author Jimmy Wärting
* #see {#link https://stackoverflow.com/a/35941703/1008999}
* #param {function} fn The function to run the test on (should return truthy or falsy values)
* #param {number} start=1 Where to start looking from
* #param {function} _ (private)
* #returns {number} Intenger
*/
function findFirstPositive (f,b=1,d=(e,g,c)=>g<e?-1:0<f(c=e+g>>>1)?c==e||0>=f(c-1)?c:d(e,c-1):d(c+1,g)) {
for (;0>=f(b);b<<=1);return d(b>>>1,b)|0
}
var dpi = findFirstPositive(x => matchMedia(`(max-resolution: ${x}dpi)`).matches)
console.log(dpi)
There is the resolution CSS media query — it allows you to limit CSS styles to specific resolutions:
http://www.w3.org/TR/css3-mediaqueries/#resolution
However, it’s only supported by Firefox 3.5 and above, Opera 9 and above, and IE 9. Other browsers won’t apply your resolution-specific styles at all (although I haven’t checked non-desktop browsers).
Here is what works for me (but didn't test it on mobile phones):
<body><div id="ppitest" style="width:1in;visible:hidden;padding:0px"></div></body>
Then I put in the .js: screenPPI = document.getElementById('ppitest').offsetWidth;
This got me 96, which corresponds to my system's ppi.
DPI is by definition tied to the physical size of the display. So you won't be able to have the real DPI without knowing exactly the hardware behind.
Modern OSes agreed on a common value in order to have compatible displays: 96 dpi. That's a shame but that's a fact.
You will have to rely on sniffing in order to be able to guess the real screen size needed to compute the resolution (DPI = PixelSize / ScreenSize).
I also needed to display the same image at the same size at different screen dpi but only for Windows IE. I used:
<img src="image.jpg" style="
height:expression(scale(438, 192));
width:expression(scale(270, 192))" />
function scale(x, dpi) {
// dpi is for orignal dimensions of the image
return x * screen.deviceXDPI/dpi;
}
In this case the original image width/height are 270 and 438 and the image was developed on 192dpi screen. screen.deviceXDPI is not defined in Chrome and the scale function would need to be updated to support browsers other than IE
The reply from #Endless is pretty good, but not readable at all,
this is a similar approche with fixed min/max (it should be good ones)
var dpi = (function () {
for (var i = 56; i < 2000; i++) {
if (matchMedia("(max-resolution: " + i + "dpi)").matches === true) {
return i;
}
}
return i;
})();
matchMedia is now well supported and should give good result, see http://caniuse.com/#feat=matchmedia
Be careful the browser won't give you the exact screen dpi but only an approximation
function getPPI(){
// create an empty element
var div = document.createElement("div");
// give it an absolute size of one inch
div.style.width="1in";
// append it to the body
var body = document.getElementsByTagName("body")[0];
body.appendChild(div);
// read the computed width
var ppi = document.defaultView.getComputedStyle(div, null).getPropertyValue('width');
// remove it again
body.removeChild(div);
// and return the value
return parseFloat(ppi);
}
(From VodaFone)
Reading through all these responses was quite frustrating, when the only correct answer is: No, it is not possible to detect the DPI from JavaScript/CSS. Often, the operating system itself does not even know the DPI of the connected screens (and reports it as 96 dpi, which I suspect might be the reason why many people seem to believe that their method of detecting DPI in JavaScript is accurate). Also, when multiple screens are connected to a device forming a unified display, the viewport and even a single DOM element can span multiple screens with different DPIs, which would make these calculations quite challenging.
Most of the methods described in the other answers will almost always result in an output of 96 dpi, even though most screens nowadays have a higher DPI. For example, the screen of my ThinkPad T14 has 157 dpi, according to this calculator, but all the methods described here and my operating system tell me that it has 96 dpi.
Your idea of assigning a CSS width of 1in to a DOM element does not work. It seems that a CSS inch is defined as 96 CSS pixels. By my understanding, a CSS pixel is defined as a pixel multiplied by the devicePixelRatio, which traditionally is 1, but can be higher or lower depending on the zoom level configured in the graphical interface of the operating system and in the browser.
It seems that the approach of using resolution media queries produces at least some results on a few devices, but they are often still off by a factor of more than 2. Still, on most devices this approach also results in a value of 96 dpi.
I think your best approach is to combine the suggestion of the "sniffer" image with a matrix of known DPIs for devices (via user agent and other methods). It won't be exact and will be a pain to maintain, but without knowing more about the app you're trying to make that's the best suggestion I can offer.
Can't you do anything else? For instance, if you are generating an image to be recognized by a camera (i.e. you run your program, swipe your cellphone across a camera, magic happens), can't you use something size-independent?
If this is an application to be deployed in controlled environments, can you provide a calibration utility? (you could make something simple like print business cards with a small ruler in it, use it during the calibration process).
I just found this link: http://dpi.lv/. Basically it is a webtool to discover the client device resolution, dpi, and screen size.
I visited on my computer and mobile phone and it provides the correct resolution and DPI for me. There is a github repo for it, so you can see how it works.
Generate a list of known DPI:
https://stackoverflow.com/a/6793227
Detect the exact device. Using something like:
navigator.userAgent.toLowerCase();
For example, when detecting mobile:
window.isMobile=/iphone|ipod|ipad|android|blackberry|opera mini|opera mobi|skyfire|maemo|windows phone|palm|iemobile|symbian|symbianos|fennec/i.test(navigator.userAgent.toLowerCase());
And profit!
Readable code from #Endless reply:
const dpi = (function () {
let i = 1;
while ( !hasMatch(i) ) i *= 2;
function getValue(start, end) {
if (start > end) return -1;
let average = (start + end) / 2;
if ( hasMatch(average) ) {
if ( start == average || !hasMatch(average - 1) ) {
return average;
} else {
return getValue(start, average - 1);
}
} else {
return getValue(average + 1, end);
}
}
function hasMatch(x) {
return matchMedia(`(max-resolution: ${x}dpi)`).matches;
}
return getValue(i / 2, i) | 0;
})();
Maybe I'm a little bit steering off this topic...
I was working on a html canvas project, which was intended to provide a drawing canvas for people to draw lines on. I wanted to set canvas's size to 198x280mm which is fit for A4 printing.
So I started to search for a resolution to convert 'mm' to 'px' and to display the canvas suitably on both PC and mobile.
I tried solution from #Endless ,code as:
const canvas = document.getElementById("canvas");
function findFirstPositive(b, a, i, c) {
c=(d,e)=>e>=d?(a=d+(e-d)/2,0<b(a)&&(a==d||0>=b(a-1))?a:0>=b(a)?c(a+1,e):c(d,a-1)):-1
for (i = 1; 0 >= b(i);) i *= 2
return c(i / 2, i)|0
}
const dpi = findFirstPositive(x => matchMedia(`(max-resolution: ${x}dpi)`).matches)
let w = 198 * dpi / 25.4;
let h = 280 * dpi / 25.4;
canvas.width = w;
canvas.height = h;
It worked well on PC browser, showing dpi=96 and size was 748x1058 px;work well on PC
However turned to mobile devices, it was much larger than I expected: size: 1902x2689 px.can't work on mobile
After searching for keywords like devicePixelRatio, I suddenly realize that, I don't actually need to show real A4 size on mobile screen (under which situation it's actually hard to use), I just need the canvas's size fit for printing, so I simply set the size to:
let [w,h] = [748,1058];
canvas.width = w;
canvas.height = h;
...and it is well printed:well printed

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