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Author Topic: The way to fix 'openamiga'...  (Read 6726 times)

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Offline Kronos

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Re: The way to fix 'openamiga'...
« on: June 29, 2003, 12:05:09 AM »
Seems you still don't understand ....

1) Cypergraphics:
MorphOS has it (DUH)
OS4 has it (CGX-emu found in P96).
AROS has a dummy lib which redirects/implements those function on their gfx.lib.

2)MUI:
MorphOS hast (DUH again)
OS4 has it (the unreg version is fully useable, you just can't change the look).
AROS has it in the form of Zune (which could also be used on OS4/MOS).

3)Boopsi/ReAction:
Would mean lot of reinventing the whell for something that is still inferior to MUI.

Want a opensource GUI-kit ? Use Zune !

3)8Bit:
Openamiga is aimed at NEW SW, and full compabilty with the old gfx.lib would only be
needed when someone would insist on usig planar modes, or is poking directly into
structures. Both are big NONOs for modern Amiga-SW, and that why there is more
harm than good in putting those into the openamiga-definition.

1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else
 

Offline Kronos

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Re: The way to fix
« Reply #1 on: June 29, 2003, 11:36:17 PM »
Quote

Remember the GUI should be 1% of your prog, 99% of a prog should be

actually doing things: non visible, lots of data movement + processing.



Sorry, but that is BS  :-o  :-o  SW is for doing things easier than doing them by hand.

This means that every SW needs an usable and understandable UI, and for most things
that make use of todays CPUs a graphical UI is the best solution.

Thise GUI has to offer the user all functions of the SW and have some safenet for false input.

It also needs to be easy to use, which can't be reached when every apps uses
different methods to reach the same goal. Thats why there should be a limited number
of GUI-kits for any OS, and that why there should be some basic style-guide in place.
1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else
 

Offline Kronos

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Re: The way to fix 'openamiga'...
« Reply #2 on: June 30, 2003, 12:53:27 AM »
@Karlos

MUI and ReAction work in quite different ways, so creating an abstraction-layer that fits
both would mean loooooots of work, and result in more overhead and offcourse more bugs.

OS4 WILL suffer from that the problems you described anyways, as atleast one of
the contributions is allready bound to MUI.

ReAction has been the official way for years now, but is still only sparsley used, while
MUI is seen as the standard by a majority of the Amiga-coders.

Trying to change that by force will fail, maybe even make coders turn their back.
1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else
 

Offline Kronos

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Re: The way to fix 'openamiga'...
« Reply #3 on: June 30, 2003, 12:59:26 AM »
@boring
http://ftp.uni-paderborn.de/aminet/aminet/dev/mui/MUIPlusPlus.readme

Maybe something like that ?

(haven't tried it myself, but looks interesting)
1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else
 

Offline Kronos

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Re: The way to fix 'openamiga'...
« Reply #4 on: June 30, 2003, 01:26:06 AM »
Why not ?

Because MU does not work like ReAction !!

With ReAction (or plain BOOPSI) you have the gadgets running in the input.device-task.

Good responsivness, but also complete system-wide lockups when a gadget fails is
what you get from that.

MUI on the other hand works more like QT or GTK, where the gadgets run in the task of
the program using them.

The coder has to take care for the responsiness of his app himself, but ta locked GUI will
only lock that one task.

With ReAction you still have to supply your own main-loop and wait for inputevents, while MUI
will setup it's own mainloop on top of your code.

As I said, completly different, and incompatible.

Also, openamiga does not force anybody to use MUI, but only suggest to use parts that are
available for all plattforms. This includes most of the 3.1-API, including GadTools,BOOPSI, or
even simple Intuition-gadgets for the really hard&though.
1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else
 

Offline Kronos

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Re: The way to fix 'openamiga'...
« Reply #5 on: June 30, 2003, 01:38:30 AM »
Problem is that if I would want to do a wrapper around MUI, I would make it
compatible with QT or GTK, so it would be of some real use ....

But thats lots off work and in the case of ReAction/MUI you should also remember
that there are lots of MUI-mcc that don't have a ReAction counterpart.

Someone who doesn't like MUI can still write an "openamiga"-SW using BOOSPI,
like GoldED or the IOSPIRIT programs do.

1. Make an announcment.
2. Wait a while.
3. Check if it can actually be done.
4. Wait for someone else to do it.
5. Start working on it while giving out hillarious progress-reports.
6. Deny that you have ever announced it
7. Blame someone else