> I reworked a bit the example proposed yesterday, and I'm resending it 
> here, by the way how hard will be to have zoom at design time 
> on fluid, 

I'm not a big fan of supporting zoom within the toolkit.
Though if others want it, and are able to implement and support it, then
fair enough.

Several display / WM systems support zoom at the desktop level (e.g.
OSX, some Windows drivers, some linux WM's) and that seems to me to be a
more sensible place to do it.

> because it's hard to align things precisely without zoom, as well to 
> allow scrollbox when designing, for example I have a netbook and some 
> windows that can be designed on 1280x800 isn't possible on 1024x600.

This is a perennial problem - and as we see more portable devices with
high-res screens, it will get trickier. (Like my OLPC XO-1, which has
non-square pixels with about 267x280 DPI, that is high-res...)

I still think the right thing to do is to query the display size and
resolution at app start-up, and programmatically size your widgets to
suit.
That's what I do - that allows my app code to also deal with portrait
and/or landscape displays in various resolutions from about 800x600
upwards.

The only caveat is that you have to watch the DPI settings if you are
scaling your fonts. Windows (and recent Xorg xservers) has a tendency to
lie and report the DPI as 96 even when it clearly is not - this can be a
real problem on small high-res screens.
E.g. if the actual DPI is (say) 150 DPI or higher - not uncommon on
netbooks - but the display server tells you it is only 96, then you end
up making your fonts much smaller than you intended.
(Say you wanted the text to be about 6mm high, then at 96 DPI you might
go for a 22 pixel high character cell - but if the actual DPI is 150,
your text will appear less than 4mm high... Bad, bad, bad...)

-- 
Ian



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