In CSS, “px” is not an angular measurement and it is not non-linear
omnicognate.wordpress.com
omnicognate.wordpress.com
This explains why CSS uses a human-eye based definition of the reference pixel: to escape from the Windows and Mac OS idea of the having a "logical dpi" which differs from the screen's actual, physical dpi. Indeed, Windows and Mac OS can not agree on what an "inch" is!
Go ahead and open up Word and Pages on the Mac and create a 12pt font - see the difference! This is the mess that the CSS reference pixel fixes.
The only way I can understand this is backwards -- a Windows "pixel" is 1/96 of an inch. (?) A Mac "pixel" is 1/72 of an inch; much larger. Wouldn't a windows font appear too large if displayed on a Mac?
Also if I am eating a sandwich, my pinkies stay the cleanest.
I mean, every device is different. You don't want a "px" on your phone to be the same as a "px" on your desktop, which also shouldn't be the same as a "px" on your projector.
A "px", right now, is whatever the device+OS combo wants it to be, but that works, because they all try to make things the "right size" given the device size, resolution, and distance from your eye.
And it works fine. Just accept that "px" is device-defined, and it all works, just like it does now in practice.
Nope! "px" is defined by the CSS spec. The physical pixels are device-defined as is the exact anti-aliasing algorithm but the spec dictates the dimensions of a logical ("px") pixel in the real world. Devices are not free to make "px" whatever they want it to be, because "px" is a logical pixel not a physical one. (Though it is a physical length).
A classic example of why this matters is that Windows treats the screen as 96dpi but OS X treats it as 72dpi. If the CSS spec did not dictate the size of a "px" then all web pages on OS X would look 26% smaller than on Windows.
My point is that they would look larger on OS X (lower dpi == larger pixels)
I just added a 960px <hr> to this web page. On my monitor, attached to a MBP running OS 10.6, it measures about 9.5 inches (by holding up a ruler to the screen). That would indicate OS X treats my screen as about 100 dpi.
The monitor is 30" diagonal, 2560x1600. So, calculating the dpi:
irb(main):010:0* ratio = 1600/2560.0
=> 0.625
irb(main):011:0> width = 30.0/Math.sqrt(1 + ratio*ratio)
=> 25.4399491201526
irb(main):012:0> dpi = 2560.0/width
=> 100.62913207527
One of these days, I'm going to get around to buying a new Retina MBP. Then, I'll try that exercise again.> The way the CSS authors handled this problem (again, sensibly, IMO), was to allow the user agent (ie. the browser) to choose a useful precise size for the “px” unit and then size all the other units relative to that “px” unit.
So I'm a little confused about what you mean when you say, "Nope! "px" is defined by the CSS spec."
The whole point of HTML/CSS is that you don't get to design pixel-perfect layouts (use something like PDF for that). The device is free to reflow pages and layouts as it sees fit. If OSX users prefer to see web pages as smaller than windows users, why not just let them?
> You don't want a "px" on your phone to be the same as a
> "px" on your desktop, which also shouldn't be the same
> as a "px" on your projector.
Of course you do. How will you get pixel-correct rendering when the browser is reinterpreting the meaning of a pixel?Designers who want to render at a particular size (e.g. for buttons that a user will push) should specify sizes in physical dimensions, such as inches or cm.
So a one inch square button on my two inch wide phone will also be one inch wide on my 10 foot projector?
Furthermore, some graphics are always going to be bitmaps, such as photos. Tasks like "center this image square, but don't make it blurry" requires pixel-perfect positioning.
No
That's a nonsense unit. You'd need to know where my eyeballs are and change the measure as I move my head around! What happens if two people are looking at the screen?
> we need to start demanding resolution independent units
That's what CSS pixels are. A pixel is 0.26 mm, period.
For some definition of "mm". Did you read the part about "anchoring"?
[1] http://stackoverflow.com/a/4531441/1971539
[2] The 'em' unit is equal to the computed value of the 'font-size' property of the element on which it is used. The exception is when 'em' occurs in the value of the 'font-size' property itself, in which case it refers to the font size of the parent element. It may be used for vertical or horizontal measurement.
"(For completeness, I should mention here that the "em" and "ex" units are exceptions to the above. The lengths 1em and 1ex do vary relative to the other units, because they depend on the font in use.)"
I'll update this to say "font size" as I didn't mean to give the impression that it was dependent the choice of font.
For a bit of ancient internet history: http://style.cleverchimp.com/font_size/points/font_wars.GIF
[1] http://snook.ca/archives/html_and_css/font-size-with-rem
If you don't need to support IE8 you should start using rem today.
Use em when you don't care about the exact size, you just want some space.
Em is also a poor choice for borders.
It works nicely as we are also using font-icons everywhere.
See: http://snook.ca/archives/html_and_css/font-size-with-rem
The most important thing to take away from the original is that the css unit "px" has no relationship to the actual size of a pixel on the screen, and all the physical units (inch, cm, pt) are defined in terms of the csspixel. So marking a button as "width: 1cm" will almost never render something over 1cm of the screen geometry.
Incidentally, this is why designers like device models with only a few geometries, such as the iPhone. They can do the math themselves to work out how many iphone-pixels are in a cm, and write their styles accordingly.
Edit: By any chance, do you mean "the projection of an angle measured in degrees on a straight line measured in {cm/m/whatever} is not linear"?
If the reference pixel is the viewing angle then multi-pixel measurements don't map linearly to on-screen sizes unless the screen they're designed for is the concave face of a sphere centred on the user's eye
Nothing that I've seen in the spec ever remotely suggests using angular measurements for more than one pixel at a time, let alone enough of them for 90 or 180 degrees of the visual field.
But not quite, and summed over many pixels, it will result in a noticeable discrepancy (which is still of no practical consequence). I wonder how it would feel to use a computer that used head tracking to dynamically transform the screen's contents so that pixels were mapped to equal angular size (from the point between the user's eyes).
The author addresses 1) the counter-argument 2) an explanation for the "angle" wording (the section with the diagrams) which did a much better job of explaining the purpose of the angle than the "px is a non-linear angular unit" article, and 3) a line-by-line reasoning for why that other article was confusing (or outright wrong).
All of these sections made more sense than the other article, and in fact established why the points made by the two articles are very different and why it would make no sense for the px unit to be either "angular" or "non-linear".
I am indeed responding mainly to the wording, and you'll see at the start and end of the article statements that I think the original author does at least kind of understand what is going on (though I don't think his understanding is very solid).
Your statement that 'the css unit "px" has no relationship to the actual size of a pixel on the screen' exemplifies why I am concerned about the wording and thought it necessary to write a response. This statement is just not true!
The CSS px unit was carefully designed to embody as closely as possible the intuitive concept of a "monitor pixel", while retaining sufficient flexibility to allow implementors to accommodate a wide range of devices. The whole concept of unit anchoring was invented to support this. To pretend the px unit has no relationship to actual pixels is to waste all of this work.(*)
I would suggest people aim for one of two levels of understanding:
1. Really understand the rules. Read the standard, and/or a proper CSS book like "Cascading Style Sheets: The Definitive Guide" by Eric Meyer. Be an expert and design with confidence.
2. Altenatively, just think of 1px as a monitor pixel. The standards authors put a lot of effort in to allow people to do so.
For people that are currently in state 2 and are uneasy about retina displays, printers and the rest, my advice would be that they are going to need to go to state 1. It's not that hard. Just getting a vague idea (as many people are) that "px" is angular, or worse that it's in some way "unreliable", is not going to help anyone.
[PS. Here's an ironic aside about the lengths people have gone to to make 1px correspond as closely as possible to a real pixel: As you say, 'marking a button as "width: 1cm" will almost never render something over 1cm of the screen geometry'. But why exactly is this? It's because the whole system of units has been anchored to the screen pixel size (or a simple multiple or fraction of it). On a printer, where there is no "pixel" worth anchoring to, the units are typically anchored to physical units, and width: 1cm really does mean 1cm. The reason that on your monitor screen 1cm is not 1 real cm is because your browser is resizing everything - it's bending over backwards to make 1px match the screen pixel size! (or a simple multiple or fraction yadda yadda yadda...)]
That said, there are problems that could occur. The main reason to need pixel sizes for things (NOT fonts) is to avoid aliasing effects. For example, 1px is the smallest width you can reasonably make a border. Any smaller and on some devices you may find your border sometimes disappears entirely (aliasing) or is displayed faintly (antialiasing). Any larger and your border may be fatter than it needs to be. If you spurn px entirely (as some people appear to do) how are you going to get this magic length? By saying "0.265mm", perhaps? But that's just another way of saying "1px"!
You use a high-resolution screen such that 1 pixel is too small to make a line, and on lines thick enough to be visible the effects of antialiasing are subtle enough to ignore.
I'm a developer, so: yes, zoom will break things. but the users (usually) notice this and (sometimes) know how to correct it.
> The CSS px unit was carefully designed to embody as
> closely as possible the intuitive concept of a "monitor
> pixel", while retaining sufficient flexibility to allow
> implementors to accommodate a wide range of devices.
The closest match to the concept of a "monitor pixel" is a unit which represents one pixel. In other words, an element styled as "width: 100px" would be 100px wide regardless of the size of each individual pixel.The issue with declaring that one csspixel is a monitor pixel is that it's only true for a very narrow range of monitors. It's not true for my phone, or my tablet, or my laptop, or my desktop. There is not a single machine I own for which 1 css pixel is 1 monitor pixel, and that situation is unlikely to change unless I decide to start building my machines with ancient 96-DPI LCDs.
> On a printer, where there is no "pixel" worth anchoring
> to, the units are typically anchored to physical units,
> and width: 1cm really does mean 1cm. The reason that on
> your monitor screen 1cm is not 1 real cm is because
> your browser is resizing everything - it's bending over
> backwards to make 1px match the screen pixel size!
No, it's not. My browser is bending to make "width: 1px" match some arbitrary size defined in the CSS spec, which is nowhere near the size of a pixel on my machine.The browser is entirely capable of rendering css pixels as screen pixels, obviously. It's also capable of rendering with real-world sizes, by querying the physical size of the display from the OS and dividing by the current display resolution. But it doesn't do any of those things, because someone on the CSS committee wrote the equivalent of "pi = 3".
Whatever did happen to screen pixels, anyway? Did non-native resolutions die with CRT screens? It's nice to have a unit for 0.27 mm-ish, but I'd really have more use for a pixel.
Did you read this article?
Did you make it to this part?
I’ll just finish by going through a few of the explicit
claims made in that article and correcting them:
[...]
2. The first sentence: “The “px” unit in CSS doesn’t really
have anything to do with screen pixels, despite the poorly
chosen name.” – this is obviously complete nonsense. The
standards authors went out of their way to give browser
authors a way to match the “px” unit up to the real-world
device pixel
> and all the physical units (inch, cm, pt) are defined in terms of the csspixel.Not for print and other high-res devices (like a Retina display). Did you read this excerpt quoted from the CSS spec?
For print media and similar high-resolution devices, the
anchor unit should be one of the standard physical units
(inches, centimeters, etc). For lower-resolution devices,
and devices with unusual viewing distances, it is
recommended instead that the anchor unit be the pixel unit.The author of the linked article is just nit picking word choice and confusing the issue. No one was applying this past that to then come to the claim the pixel size changed at different degrees, which is the implication that the author of this article seems so upset about. Everyone knows the CSS pixel stays the same size across the entire screen, we don't need to discuss that. We certainly don't need enormous articles like this written to correct a problem no one had.
Although overall the spec is really the offender since they never should have called this a pixel.
Actually I think this article was (re?)posted in response to another article[1] that made the front page today[2] which did claim that pixels were angular measurements. So certainly some people have had that problem
To be honest, since this article is from January this year and the other is (seemingly) from 2009 I'm not sure why it's come up today, but that's the Internet for you!
[1]: http://inamidst.com/stuff/notes/csspx [2]: https://news.ycombinator.com/item?id=6668395