The upper left-hand corner of a monitor is typically designated as the origin point, with coordinates (0,0). The x-coordinate increases from left to right, while the y-coordinate increases from top to bottom. For a monitor with a resolution of 1920x1080, the bottom right corner will have coordinates (1920,1080). To find the centre of the screen, divide both the width and height by 2, yielding coordinates (960,540).
Characteristics | Values |
---|---|
Resolution | 1920 x 1080 pixels |
Aspect ratio | 16:9 |
Diagonal screen size | 21.5" |
Pixel density | 102.35 PPI |
Total pixels | 2,073,600 |
Pixel shape | Rectangular |
Coordinate system | Cartesian (x, y) |
Origin | Top-left corner |
Coordinate range | x-values from 0 (left) to 1919 (right); y-values from 0 (top) to 1079 (bottom) |
What You'll Learn
The upper-left corner of a scene is 0,0
When working with multiple monitors, the primary monitor is defined as the one with the (0,0) coordinate at its upper-left corner. This is the backward-compatibility monitor, which is used by applications that do not support multiple monitors.
In a multi-monitor setup, the "virtual screen" is the bounding box that surrounds all windows. The 0,0 coordinate is the top-left corner of this virtual screen. The coordinates on this virtual screen increase rightward in the x-axis and downward in the y-axis.
In a single-monitor setup, the 0,0 coordinate is the top-left corner of the screen. This means that items positioned to the left or above that point will have negative x and/or y values, while items to the right or below that point will have positive x and/or y values.
For example, on a 500x500 screen, the pixel at the upper-left corner is (0,0), and the pixel at the lower-right corner is (499,499). This is because we number pixels starting at 0 instead of 1.
In Processing, the graphical output window screen is treated as a rectangular grid of pixels, with the width and height of the screen in pixels known as its resolution. For instance, a desktop computer monitor might have a resolution of 1920x1200 pixels, while an iPhone 5 has a resolution of 750x1344 pixels.
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Items to the left or above that point will have negative x and/or y values
When determining the position of an asset or collection in a scene, the upper left-hand corner of the scene is designated as the origin point with coordinates 0,0. The position of an item is determined relative to this origin point.
If an item is placed to the left of or above the origin point, it will have negative x and/or y values. This means that the x-coordinate will be less than 0 if the item is positioned to the left of the origin point, and the y-coordinate will be less than 0 if the item is positioned above the origin point.
For example, consider a scene with a resolution of 1920x1080. To centre an item horizontally in the scene, you would divide the width of the scene (1920 pixels) by 2, resulting in an x-coordinate of 960. Similarly, to centre an item vertically, you would divide the height of the scene (1080 pixels) by 2, resulting in a y-coordinate of 540.
It's important to note that the coordinate system used here follows a similar convention to Cartesian coordinates in mathematics, where the x-values (columns) increase from left to right, and the y-values (rows) increase from top to bottom.
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Items to the right or below that point will have positive x and/or y values
When working with a 1920x1080 monitor, the upper left-hand corner of the screen is the point (0,0). This is because, in the Cartesian coordinate system, the x and y coordinates are written as an ordered pair, (x, y), with the first number representing the point's position on the x-axis (horizontal) and the second number representing its position on the y-axis (vertical).
The x-values increase from left to right, and the y-values increase from top to bottom. This means that items positioned to the right of the point (0,0) will have positive x values, and items positioned below the point (0,0) will have positive y values.
For example, if you have an item positioned at (500, 1000), this means it is 500 units to the right of the point (0,0) and 1000 units below it. This item would be located in the bottom-right quadrant of the screen.
The order of the x and y coordinates in the ordered pair is important. For instance, (3, 4) is not the same as (4, 3). The pair (3, 4) refers to a point three units to the right of zero and four units above zero, while (4, 3) refers to a point four units to the right of zero and three units above zero.
Positive and negative values in the coordinate plane can also be understood by looking at the four quadrants. Quadrant 1 is in the top right, Quadrant 2 in the top left, Quadrant 3 in the bottom left, and Quadrant 4 in the bottom right. If the x coordinate is in the left part of the plane (Quadrants 2 and 3), it has a negative value, and if it is in the right part of the plane (Quadrants 1 and 4), its value is positive. Similarly, if the y coordinate is in the top part of the plane (Quadrants 1 and 2), its value is positive, and if it is in the bottom part of the plane (Quadrants 3 and 4), its value is negative.
By understanding the coordinate system and how to interpret the x and y values, you can precisely locate and position items on a 1920x1080 monitor grid region.
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The pixel at the upper-left corner is (0, 0)
When working with a monitor, it is important to understand the concept of screen coordinates, which are used to label each pixel on the screen. The pixel in the upper-left corner of the screen is often designated as the origin, or (0, 0), with the x-coordinate being 0 and the y-coordinate also being 0. This is because, in computer systems, the first pixel is considered "0" rather than "1".
For example, if you have a 5 x 5 pixel screen, the coordinates of the pixels would be as follows:
- 0,0) (1,0) (2,0) (3,0) (4,0)
- 0,1) (1,1) (2,1) (3,1) (4,1)
- 0,2) (1,2) (2,2) (3,2) (4,2)
- 0,3) (1,3) (2,3) (3,3) (4,3)
- 0,4) (1,4) (2,4) (3,4) (4,4)
In this case, the pixel in the upper-left corner is (0, 0), and the pixel in the bottom-right corner is (4, 4).
Now, let's consider a more common screen resolution: 1920 x 1080. In this case, the pixel at the upper-left corner is still designated as (0, 0), but the pixel at the bottom-right corner would be (1919, 1079) since we start counting from 0.
This coordinate system is similar to the Cartesian coordinate system used in mathematics, where the x-values increase from left to right, and the y-values increase from top to bottom.
By understanding this coordinate system, you can precisely locate and manipulate pixels on your screen, which is essential for tasks such as programming, graphic design, or even customising your desktop layout.
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The pixel at the lower-right corner is (499, 499)
The pixel in the lower-right corner of a 500 x 500 resolution screen is (499, 499). This is because the pixel count starts at 0 instead of 1. So, for a 5 x 5 resolution screen, the lower-right corner is (4, 4) instead of (5, 5).
The same logic applies to a 1920 x 1080 resolution screen. The pixel at the lower-right corner is (1919, 1079) as the pixel count starts at 0.
The pixel at the upper-left corner of a 1920 x 1080 resolution screen is (0, 0). The x-values increase from left to right, and the y-values increase from top to bottom. This is similar to how Cartesian coordinates work in mathematics.
For example, if you want to centre an item (asset or collection) horizontally on a 1920 x 1080 resolution screen, you divide the width of the scene by 2 and then assign that number to the X property of the asset or collection. So, for a Full HD 1920 x 1080 scene, set the X value to 960.
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Frequently asked questions
The centre of a screen with a resolution of 1920x1080 will be at the point (960, 540).
Divide the width and height of your screen resolution in pixels by 2. The result will be the x and y coordinates of the centre of your screen. For example, for a resolution of 500x500, the centre will be at (250, 250).
The top left corner of a screen is always (0,0). The coordinates increase from left to right and from top to bottom. For example, for a resolution of 1920x1080, the bottom right corner will be at (1919, 1079).