Apple filed a patent protecting its Resolution Independent on July 21, 2006, Apple today was granted this patent.

FIG. 4 shows a screen image of a graphical user interface object design application in accordance with one embodiment of the invention. FIG. 4 shows a screen image of a graphical user interface object design application in accordance with one embodiment of the invention.

In the patent application Apple describes the invention as;

Graphical user interface material map objects are specified by a collection of attribute-value pairs, the collection of which comprises a complete description of the material map and may be used by a rendering engine to create a visual representation of the material map at any resolution. That is, material map representations in accordance with the invention are resolution independent. Another benefit of representing material maps in accordance with the invention is that they may be encrypted to prevent unauthorized inspection or use.

Apple makes the following claims about the invention within the patent application;

Claim 1. A method to represent a material map for a graphical user interface element, comprising: receiving a plurality of values for a material map, the material map for use with a graphical user interface element; associating each received value with a display attribute, the display attributes sufficiently complete to permit the material map to be rendered; and storing the plurality of display attributes and their associated values in a file.

screen images of various features of a material map editor window in accordance with one embodiment of the invention. screen images of various features of a material map editor window in accordance with one embodiment of the invention.

The following background information is offered in the application;

[0002] The invention relates generally to graphical user interface design and more particularly to a means for specifying a graphical user interface object in a procedural and largely display resolution independent manner.

[0003] Designing an efficient, ergonomic and aesthetically pleasing user interface is an integral stage of most application development projects. The graphical user interface (”GUI”) is what the user sees and interacts with. Accordingly, the GUI must present information and choices to a user in a way that is not only pleasing and natural to the eye but conducive to efficient use of the underlying application. One major concern in the development of modern GUIs is the resolution of the various objects that comprise the GUI. Typically, a designer designs a graphical user interface object (e.g., a pushbutton, scrollbar, or slider) for a specified resolution. As the resolution of the user’s display changes, however, display of the originally designed object may become distorted. This is particularly a problem when a graphical object is designed at a first resolution (e.g., 75 or 100 pixels per inch) and the user’s display is at a second, higher resolution (e.g., 120 or 150 pixels per inch).

screen images of a light source editor window in accordance with one embodiment of the invention.screen images of a light source editor window in accordance with one embodiment of the invention.

[0004] In the past, two general techniques have been used to address the problem associated with displaying objects designed for a first resolution but which are displayed at a second resolution. In the first, an original (low resolution) object is up-sampled to generate a larger image (e.g., through linear or bicubic interpolation). This technique results in blurry edges such that the user interface no longer looks crisp. In the second, an original object is designed for display at a high resolution and is then down-sampled to an unknown target resolution. While useful in some circumstances, it is not possible a priori to know what width to give a line (e.g., an object’s edge) at the higher resolution such that when down-sampled it remains crisp. This is particularly true when there are multiple target resolutions. Thus, both up-sampling and down-sampling techniques tend to disturb the designer’s specified line width. One of ordinary skill in the art will recognize that line width is a critical factor in GUI design as the width of lines define the edge of graphical objects. If edges appear blurry or ill-defined, the entire GUI design may be compromised.

On Apple’s Developer website, writes the following note;

The old assumption that displays are 72dpi has been rendered obsolete by advances in display technology. Macs now ship with displays that sport native resolutions of 100dpi or better. Furthermore, the number of pixels per inch will continue to increase dramatically over the next few years. This will make displays crisper and smoother, but it also means that interfaces that are pixel-based will shrink to the point of being unusable. The solution is to remove the 72dpi assumption that has been the norm. In Leopard, the system, including the Carbon and Cocoa frameworks, will be able to draw user interface elements using a scale factor. This will let the user interface maintain the same physical size while gaining resolution and crispness from high dpi displays.

The introduction of resolution independence may mean that there is work that you’ll need to do in order to make your application look as good as possible. For modern Cocoa and Carbon applications, most of the work will center around raster-based resources. For older applications that use QuickDraw, more work will be required to replace QuickDraw-based calls with Quartz ones.