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    <p>Generally, you'll find mobile usability folks <a href="http://www.uxmatters.com/mt/archives/2013/03/common-misconceptions-about-touch.php" rel="nofollow">talking about millimeters</a>. But programmers and visual designers talk about density-independent pixels or points (1 Android "DIP" = 1 iOS "point") because even if you could specify a measurement in millimeters exactly, you'd end up with rounding issues or half-pixel anti-aliasing ugliness:</p> <p>1mm equals 6.3 DIP (degree of precision there depends on the exact DPI value of the screen, since dip are quantized to the nearest of 120/160/240/320/480/640 dpi). That means on a standard G1-style 160DIP screen, if you specify a button as (let's say) 8mm, it'd be 50.4 pixels on that screen - good luck rendering that with any degree of precision, or telling Photoshop to end a line exactly 50.4px. And just rounding isn't much of a solution; the screen is still a fixed total width in pixels, and those rounding errors would compound in ways that mess up symmetry if you're (let's say) laying out a grid of buttons with specific sizes and padding amounts.</p> <p>Specifying that as (let's say) 48DIP is much better, since that smoothly scales: 48px at 160DPI, 72px at HDPI (240) and 96px at 320DPI (AKA 2x in iOS terminology), no fractional pixel rendering or rounding needed.</p> <p>As to why exactly the 160DPI pixel won out as the 1x mobile unit of measurement for the density-independent pixel, blame the first few iPhones and the HTC G1, which shared that configuration.</p>
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