Does Matlab 2013a support retina display? - matlab

The Matlab proposal in Area 51 was closed as duplicate of "Stack Overflow", so I assume this is the appropriate place for this question.
Does the 2013a version of Matlab support retina display? I have 2012b and the plots and figures and pixelated looking.

I don't know about retina displays (I think that's a Mac OS thing, I'm on Windows), but MATLAB plots are not anti-aliased.
At least thats the case in the current version, it seems MATLAB is working on updating its graphics system to be AA by default.
There is an undocumented way to get smooth lines you can also play with.
Finally there are other tricks to get nice smooth plots (by drawing at a higher resolution, then subsampling and saving the image). Take a look at this FEX submission: myaa

It looks fine in 2013a but in 2013b it looks blurry. The reason is that the in versions before 2013b Matlab used the native mac java engine but since apple is abandoning this, mathworks is forced to use another java engine.
See here: http://www.mathworks.com/support/solutions/en/data/1-N0GH8T/

Related

Size of Matlab buttons and Matlab code changes after first run on Windows 10

I am running Matlab on Windows 10. On Windows 10, I have the option, "Size of Text, Apps and other items" set to 175%. When I open Matlab, all the buttons and Matlab code appear larger as expected for 175%. However, when I run a matlab code, the size of the matlab icons and the matlab buttons becomes much smaller (roughly by about 75%). I think it is not detecting that my windows setting after the first run. Is there any way I can fix this. As my laptop screen is rather small, I need to use 175% zoom to be able to see the icons clearly.

MATLAB: GUI suddenly zoomed-in and cropped

I had a GUI made using GUIDE. Suddenly when I reopened MATLAB the GUI window got resized, zoomed-in and cropped, missing the top of it. This shows in GUIDE itself as well.
I'm using the same computer and MATLAB version. I already tried to restart MATLAB and the computer itself.
The only thing I can think of that changed is a second monitor I was using, but I tried plugging it in and out, and it didn't help.
This doesn't happen in other GUIs I'm using.
Specs:
Windows 8, MATLAB R2013a, 1920x1080 screen resolution.
Try changing the units of all the controls to normalized.
MATLAB sizes GUIs based on system information about the size of the screen, so adding a second monitor could change that system information and confuse MATLAB. You could test if that is what caused the problem by unplugging the new monitor and restarting the computer/program.
For one project I had to change the units on everything to characters so that it would size appropriately for various screen sizes. Normalized should work too, however, it won't revert the gui to how it was before it got jacked up, only keep it from changing again.
So, try reverting to your original screen configuration and restarting the computer. If that resolves the problem, change your units to normalized or characters.

How can I enable subpixel hinting on JDK7+ on OS X

for some reason any version of Oracle's JDK I am using is using greyscale hinting instead of subpixel. I am noticing this using Netbeans 7.3 and even Dev nightly+JDK 8.
Cfr. these pictures:
JDK 6 on the left, vs JDK 8 on the right (same behavior with JDK 7)
Other example, scaled up here.
How can I force Netbeans to use subpixel hinting? I have even followed the FAQ here, without much luck.
I know that Apple's JDK is fine-tuned for OS X font rendering, but I find also strange that I am getting greyscale hinting instead of subpixel.
Looks like you need to turn on fractional metrics, like this:
g2Image.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
See https://bugs.openjdk.java.net/browse/JDK-8023794, there's an example program there to test font aliasing as well.
Edit: OpenJDK 9 now supports proper subpixel AA font rendering. See my answer here How to enable LCD subpixel antialiasing in Swing on OS X?

imagemagick monochrome convert in iPhone

I have an image in the iPhone that I need to convert to monochrome. The images are photographs of documents and I need as clean a conversion as I can get.
My first solution did a pixel for pixel compare with a threshold, and while it does the conversion fine, shadows can overwhelm the image.
My next trial is to use imagemagick, hoping that there are various noise reduction/despeckle filters that I can apply to clean the image up, which is what this guy is doing.
I have imagemagick running on the iPhone and can apply "MagickWand" methods with no problem. My issue is that I don't think there is one built in that will do what I want. So I turn to the ConvertImageCommand but am lost on how to actually use it.
So I am looking for any guidance or examples. Thanks!
It turns out what I've been looking for is Adaptive Thresholding in my conversion to monochrome.
Chris Greening has created an image processing library that handles this quite well.
So no imagemagick needed.

iPhone OS 3.0 + OpenGL ES 2.0. Is anyone seeing better anti-aliasing?

I have been unable to find a way to anti-alias my rendering on iPhone OS 3.0 + OpenGL ES 2.0. I had assumed there would be multisampling but that appears to not be the case. I've been told that fragment shaders can be made aware of the projected pixel via a partial derivatives extention but I have no idea where that functionality lives or whether Apple actually supports it.
My background is RenderMan where I have significant control of how I attenuate high frequency artifacts. Without proper anti-aliasing - at the shader level and at the rasterization level. Vertex and fragment shaders will suffer from noticable jaggies and all manner of visual schmutz.
Could someone please clarify the status of anti-aliasing. Thanks.
-Doug
I got the answer I feared on the Apple dev forum:
https://devforums.apple.com/message/85973#85973
No screen space anti-aliasing. Yes shader anti-aliasing (although I haven't confirmed the shader anti-aliasing).
A bit dissapointing to say the least. Sigh.
-Doug
#dugla
It has now mate. iOS4 has I think 4x multisampling or whatever. Hope many people use it... To kill those pixel jagged lines
I'm guessing it's just not supported by the hardware. I was recently trying to get antialiasing working on my MacBook (cf. glEnable(GL_POLYGON_SMOOTH)), and after trying everything I could think of, I eventually discovered it simply wasn't supported by my hardware, according to this thread. I have no idea whether you can achieve antialiasing with vertex or fragment shaders, since I'm unfamiliar with them.
It's really strange that iphone 3gs does not have any sceen space aa. according to the Graphic processor vender's specification.
1.1.6. Improved Anti-Aliasing
" POWERVR SGX further improves the anti-aliasing performance and quality of the previous
generation MBX family by offering 4-sample sparse grid multisampling anti-aliasing (MSAA)
which
offers quality that often comes close to 16-sample ordered grid anti-aliasing. "
There should be much better anti-aliasing supported by hardware.
There is hardware-suported, multi-sampled anti-aliaising on both MBX and SGX chips - check the documentation available on Imagination's website and it's available on other SGX/MBX devices. However, this functionality hasn't currently been exposed by Apple on the iPhone so, sadly, you can't currently use it.