I am trying to add an icon to a website, and a lineup of the text size and icon size correctly Sa is an issue.
So I have seen along with the icon set to download that they mostly follow the structure of a 16x16, 24x24, 32x32, 48x48, 64x64 and similar size.
First of all I want to ask why the shape above has been chosen and why are they multiples of 8? For example, why not 15x15, 25x25 etc?
Is there a best practice guide anywhere to use icon and icon text correctly? Back in Windows, video cards were monochrome or, if you were lucky, back in Windows, 16-Colors These were all planar video modes, of which the mechanics were previously discussed. Now imagine copying a bitmap on the screen, where there are both bitmap and screen schemes. If the initial coordinates of the destination were the exact qualities of eight, the blockmap could be copied through the block transfer instructions. On the other hand, if the destination eight was not perfect, you had to fancy a bit to get it on the screen.
This is a source of CS_BYTEALIGNCLIENT window class style. With this style set, the window manager will try to establish the position of the window so that the client sitting on a full byte limit of the X-coordinated video memory in the upper left corner of the rectangular. If you were walking on a 1 BPP video mode (monochrome or 16 colors), it meant that X-coordinates were a number of eight. From this situation to the window, the bitmap copied in the upper left corner of the client's rectangle will be copied rapidly through the block transfer instructions.
If you look at the dialog box dimensions of Windows 95 or earlier, it will know that they are almost always in a width width of about 32 dlu. Since four horizontal DLUs are equal to an average character width, you should keep your dialog width with a multiplier of 32 to ensure that the last dialog size is more than eight.
Bitmap widths such that they represent exact byte borders were important for display on day-to-day machines. Around the pixels block is usually done in three major steps: a thin vertical strip to the left by the left edge of the bitmap, then the bulk of the bitmap to the last byte boundary, and finally a thin vertical bar at the right edge Byte Border If you keep your eyes open, you can actually see these three steps of drawing. (As I said, day machines were not so fast.) Keeping things on the side of the byte and on the byte width meant that there was zero width of two thin vertical strips and therefore it can be optimized.
The applet also specifies that you should make 16x16, 32x32 and 128x128 versions of your icon. Like Windows, the OS will adjust to other sizes, but you will not get the best results.
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