The problem is that the user interface in traditional Windows applications isn??™t scalable.
As a result, if you use a high monitor resolution that crams pixels in more densely, your application
windows become smaller and more difficult to read. This is particularly a problem with
newer monitors that have high pixel densities and run at correspondingly high resolutions.
For example, it??™s common to find consumer monitors (particularly on laptops) that have pixel
densities of 120 dpi or 144 dpi (dots per inch), rather than the more traditional 96 dpi. At their
native resolution, these displays pack the pixels in much more tightly, creating eye-squintingly
small controls and text.
Ideally, applications would use higher pixel densities to show more detail. For example, a
high-resolution monitor could display similarly sized toolbar icons but use the extra pixels to
render sharper graphics. That way you could keep the same basic layout but offer increased
clarity and detail. For a variety of reasons, this solution hasn??™t been possible in the past.
Although you can resize graphical content that??™s drawn with GDI/GDI+, User32 (which generates
the visuals for common controls) doesn??™t support true scaling.
WPF doesn??™t suffer from this problem because it renders all user interface elements itself,
from simple shapes to common controls such as buttons.
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