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Re: [rfc] cppguiI think that couple of important topics were raised here. Things
like MVC, layout system and surface concept briefly described on your website need to be thinked over in more detail because these are going to affect how the library will be used. As Jarred pointed out GUI library needs to learn from others strenghts and weaknesses. I think we should start by describing how these thigs work in commonly used GUI libraries to get an inspiration. Then pick up best solution as a candidate to implement in your library (or come with new one). Of course care has to be taken to keep everything consistent and fit to the library's interface. I think we need some sort of wiki pages for that. My longest GUI expirience comes from Qt and wxWidgets worlds so I can help with describing how the things are doing there. What do you think? Regards Jarrad Waterloo napsal(a): > I have experience creating GUI's in Win32, MFC, C++ Builder, Java and .NET! > I hate to use the J word, Java, but of all of these Java's Swing had the > best MVC architecture. I wish I tried QT but never got around to it also in > part due to its commercial licensing. In general, I agree with Tomas and > Felipe's comments. However there are a few extra things to keep in mind. > Swing is easy to use in simple scenarios even with the MVC pattern. By > default TreeView and TableView used the DefaultTreeModels and the > DefaultTableModels. As such the only extra code was a single cast from the > model interface to correct implementation. As such smart defaults are very > important, as seen by the popularity of Ruby and other modern technologies. > One major weakness on the Model side of Swing is that there is very little > reuse on the interface specification between controls. I believe List and > and drop down lists had separate models instead of sharing the same model. > .NET Windows forms, which is just another Win32 wrapper, and while not MVC > it did not make this one mistake by many but not all of there complex > controls supporting IList. > > My Points: > 1) The GUI library needs to learn from the strengths and weaknesses of > earlier implementations. > 2) The GUI library like any library needs to utilize smart defaults and > implement all of the boilerplate code so that the thousands of end users > don't have to keep writing it over and over again. > 3) The MVC pattern should be used at the lowest level as possible to get the > best benefits. It is easier to package Model, View, and Controller together > into a thin wrapper than to write a complex control that has all of that > built in and hidden; latter expecting it to be broken out. Doing the latter > is more likely to give you the worse of both worlds rather than the better. > There is also no need to code twice, both patterns, into a single control > and provide the user with a switch to set the mode: bad .NET. Rather the > contained items version should be defined in terms of the uncontained. > > ------------------------------------------------------------------------ > > As far as layouts please remember: > "A star is the delicate balance of its fusion forces trying to blow it apart > and it gravitational mass trying to keep it together." > Source unknown and likely not quoted exactly > > Most current frameworks, even web based stylesheets, gets this wrong > resorting to the user have to resort to hard coded sizes and/or websites > made for particular sized displays. [Gravity] Any control should be able say > that it wants to be contracted to its smallest size, as in case of a label > control, so as to be able to take the least amount of room thus leaving room > for other controls. [Expansive] Any control should be able to take all > available room so as not to waist room and thus getting rid of whitespace > i.e. all of the remaining room. Further should layouts have any UI costs as > it is all logic and parameterization? Let me elaborate, many libraries have > layout controls which draw on the screen and soak up resources by creating > windows that are never displayed because its children are likely taking up > all available room and its not a graphically construct anyway. I can't > remember exactly how Swing does this other than to say that layouts are not > controls. Anyway, caution is needed as more past examples got it wrong > rather than right. > > > -----Original Message----- > From: boost-bounces@... [mailto:boost-bounces@...] > On Behalf Of Felipe Magno de Almeida > Sent: Monday, June 22, 2009 8:22 AM > To: boost@... > Subject: Re: [boost] [rfc] cppgui > > On Mon, Jun 22, 2009 at 9:12 AM, Tomas<pecholt@...> wrote: >> I also agree that using MVC pattern for more complex controls like tables >> and trees is a good thing because of its flexibility. On the other hand >> there are situations where you only need to fill the >> control with data and present it to the user. In such case using MVC >> would mean redundant typying. So I would take inspiration from Qt >> here. For example for a tree widget, there are two options: QTreeView >> which has MVC interface and then QTreeWidget which inherits from >> QTreeView, plugs default model and adds some easy interface for adding >> items etc. > > Yes, I think that is a good idea. The win32 has something like this > with ListBox and ListView too. > >> +1 for the named parameter interface which you introduced > > Thanks :). > >> Another very important aspect is layouting the controls. I think this >> is so important feature it should be thought over in the beginning (now). > I >> have seen your examples and I saw you simply set position >> and size for each widget. This is nice but it simply doesn't work for >> real applications from 2 reasons: >> - it's much simpler to set size constraints for widgets like maximum >> size, stretching factor, borders and then let the layout system to >> position and size widgets automatically than do the calculations and >> repositioning yourself when something changes (like when user resizes >> the dialog) >> - if I understand it correctly your gui can be used to write >> multiplatform code. Like one code for windows and linux >> version of the app. But on every platform the sizes of individual >> widgets are different, the default fonts are different and you >> certainly don't want to be bothered with this. >> For the start something like vertical/horizontal layout would be > sufficient > > Seems appropriate. I'll investigate it. Do you have a syntax you find > appealing to work with named parameters in this? > >> It would be interesting to have an option to be be able to load GUI >> definition from xml file. It would enable using GUI designers which >> save time and also make code compile faster. But I understand it's >> too early for such functionality. > > In win32 you can use resource files. I'll soon start support for QtDesigner > too. > I want every tool the platform supports to be usable by the user. > This way the user can design its Gui with the look&feel most > appropriate for the platform. > I might later add some form of DSEL to create GUIs. But that won't be > for some time. > > Regards, _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiSounds good! Where will this be done: on this general boost list or on
another boost and GUI specific list? "Felipe Magno de Almeida", what do you think about layout and MVC pattern being a first generation part of your GUI library? Is it a good idea, overly ambitious or blasphemy? Is there anyone else out there who would like to contribute? -----Original Message----- From: boost-bounces@... [mailto:boost-bounces@...] On Behalf Of Tomas Sent: Wednesday, June 24, 2009 6:18 PM To: boost@... Subject: Re: [boost] [rfc] cppgui I think that couple of important topics were raised here. Things like MVC, layout system and surface concept briefly described on your website need to be thinked over in more detail because these are going to affect how the library will be used. As Jarred pointed out GUI library needs to learn from others strenghts and weaknesses. I think we should start by describing how these thigs work in commonly used GUI libraries to get an inspiration. Then pick up best solution as a candidate to implement in your library (or come with new one). Of course care has to be taken to keep everything consistent and fit to the library's interface. I think we need some sort of wiki pages for that. My longest GUI expirience comes from Qt and wxWidgets worlds so I can help with describing how the things are doing there. What do you think? Regards Jarrad Waterloo napsal(a): > I have experience creating GUI's in Win32, MFC, C++ Builder, Java and .NET! > I hate to use the J word, Java, but of all of these Java's Swing had the > best MVC architecture. I wish I tried QT but never got around to it also in > part due to its commercial licensing. In general, I agree with Tomas and > Felipe's comments. However there are a few extra things to keep in mind. > Swing is easy to use in simple scenarios even with the MVC pattern. By > default TreeView and TableView used the DefaultTreeModels and the > DefaultTableModels. As such the only extra code was a single cast from the > model interface to correct implementation. As such smart defaults are very > important, as seen by the popularity of Ruby and other modern technologies. > One major weakness on the Model side of Swing is that there is very little > reuse on the interface specification between controls. I believe List and > and drop down lists had separate models instead of sharing the same model. > .NET Windows forms, which is just another Win32 wrapper, and while not MVC > it did not make this one mistake by many but not all of there complex > controls supporting IList. > > My Points: > 1) The GUI library needs to learn from the strengths and weaknesses of > earlier implementations. > 2) The GUI library like any library needs to utilize smart defaults and > implement all of the boilerplate code so that the thousands of end users > don't have to keep writing it over and over again. > 3) The MVC pattern should be used at the lowest level as possible to get > best benefits. It is easier to package Model, View, and Controller together > into a thin wrapper than to write a complex control that has all of that > built in and hidden; latter expecting it to be broken out. Doing the latter > is more likely to give you the worse of both worlds rather than the better. > There is also no need to code twice, both patterns, into a single control > and provide the user with a switch to set the mode: bad .NET. Rather the > contained items version should be defined in terms of the uncontained. > > ------------------------------------------------------------------------ > > As far as layouts please remember: > "A star is the delicate balance of its fusion forces trying to blow it apart > and it gravitational mass trying to keep it together." > Source unknown and likely not quoted exactly > > Most current frameworks, even web based stylesheets, gets this wrong > resorting to the user have to resort to hard coded sizes and/or websites > made for particular sized displays. [Gravity] Any control should be able say > that it wants to be contracted to its smallest size, as in case of a label > control, so as to be able to take the least amount of room thus leaving room > for other controls. [Expansive] Any control should be able to take all > available room so as not to waist room and thus getting rid of whitespace > i.e. all of the remaining room. Further should layouts have any UI costs as > it is all logic and parameterization? Let me elaborate, many libraries have > layout controls which draw on the screen and soak up resources by creating > windows that are never displayed because its children are likely taking up > all available room and its not a graphically construct anyway. I can't > remember exactly how Swing does this other than to say that layouts are not > controls. Anyway, caution is needed as more past examples got it wrong > rather than right. > > > -----Original Message----- > From: boost-bounces@... [mailto:boost-bounces@...] > On Behalf Of Felipe Magno de Almeida > Sent: Monday, June 22, 2009 8:22 AM > To: boost@... > Subject: Re: [boost] [rfc] cppgui > > On Mon, Jun 22, 2009 at 9:12 AM, Tomas<pecholt@...> wrote: >> I also agree that using MVC pattern for more complex controls like tables >> and trees is a good thing because of its flexibility. On the other hand >> there are situations where you only need to fill the >> control with data and present it to the user. In such case using MVC >> would mean redundant typying. So I would take inspiration from Qt >> here. For example for a tree widget, there are two options: QTreeView >> which has MVC interface and then QTreeWidget which inherits from >> QTreeView, plugs default model and adds some easy interface for adding >> items etc. > > Yes, I think that is a good idea. The win32 has something like this > with ListBox and ListView too. > >> +1 for the named parameter interface which you introduced > > Thanks :). > >> Another very important aspect is layouting the controls. I think this >> is so important feature it should be thought over in the beginning (now). > I >> have seen your examples and I saw you simply set position >> and size for each widget. This is nice but it simply doesn't work for >> real applications from 2 reasons: >> - it's much simpler to set size constraints for widgets like maximum >> size, stretching factor, borders and then let the layout system to >> position and size widgets automatically than do the calculations and >> repositioning yourself when something changes (like when user resizes >> the dialog) >> - if I understand it correctly your gui can be used to write >> multiplatform code. Like one code for windows and linux >> version of the app. But on every platform the sizes of individual >> widgets are different, the default fonts are different and you >> certainly don't want to be bothered with this. >> For the start something like vertical/horizontal layout would be > sufficient > > Seems appropriate. I'll investigate it. Do you have a syntax you find > appealing to work with named parameters in this? > >> It would be interesting to have an option to be be able to load GUI >> definition from xml file. It would enable using GUI designers which >> save time and also make code compile faster. But I understand it's >> too early for such functionality. > > In win32 you can use resource files. I'll soon start support for > too. > I want every tool the platform supports to be usable by the user. > This way the user can design its Gui with the look&feel most > appropriate for the platform. > I might later add some form of DSEL to create GUIs. But that won't be > for some time. > > Regards, _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Wed, Jun 24, 2009 at 7:18 PM, Tomas<pecholt@...> wrote:
> I think that couple of important topics were raised here. Things > like MVC, layout system and surface concept briefly described on > your website need to be thinked over in more detail because these > are going to affect how the library will be used. I'll think over MVC and the layout system and will get back with a minimal proposal which can be discussed over. The surface concept I find it useful to deal with drawing in a generic manner. If there's any flaw, I would like to know it, since I'm already implementing it. > As Jarred pointed out GUI library needs to learn from others strenghts and > weaknesses. Surely. > I think we should start by describing how these thigs work in > commonly used GUI libraries to get an inspiration. Then pick > up best solution as a candidate to implement in your library > (or come with new one). I'm keen to come with a new one, which can be implemented over the other libraries. > Of course care has to be taken to keep everything > consistent and fit to the library's interface. I think > we need some sort of wiki pages for that. My longest GUI expirience comes > from Qt and wxWidgets worlds so I can help with describing > how the things are doing there. What do you think? Sure! I can add you to the project in assembla if you want. > Regards > [snip] -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Thu, Jun 25, 2009 at 9:35 AM, Jarrad
Waterloo<jwaterloo@...> wrote: > Sounds good! Where will this be done: on this general boost list or on > another boost and GUI specific list? I don't know. We have a lot of experts watching here. If we make a mistake it is easier for us to get warned. But we also pollute the boost mailing list with a library that isn't yet finished nor is a part of boost, though I do want it to be in the future. What others think? > "Felipe Magno de Almeida", what do you > think about layout and MVC pattern being a first generation part of your GUI > library? > Is it a good idea, overly ambitious or blasphemy? If it is done in a library-based design. I'm all for it. I'll try to come up with something, and show here next week. [snip] Regards, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguifor a layout engine, look at 'eve' from Sean Parent's ASL
stlab.adobe.com. If it is good enough for Photoshop, it is probably good enough for your app as well. You can use your own widgets or ones supplied by Adobe. Each widget just needs to be able to return it's metrics. Tony On Thursday, June 25, 2009, Felipe Magno de Almeida <felipe.m.almeida@...> wrote: > On Thu, Jun 25, 2009 at 9:35 AM, Jarrad > Waterloo<jwaterloo@...> wrote: >> Sounds good! Where will this be done: on this general boost list or on >> another boost and GUI specific list? > > I don't know. We have a lot of experts watching here. If we make a > mistake it is easier for us to get warned. But we also pollute the > boost mailing list with a library that isn't yet finished nor is a > part of boost, though I do want it to be in the future. What others > think? > >> "Felipe Magno de Almeida", what do you >> think about layout and MVC pattern being a first generation part of your GUI >> library? >> Is it a good idea, overly ambitious or blasphemy? > > If it is done in a library-based design. I'm all for it. I'll try to > come up with something, and show here next week. > > > [snip] > > Regards, > -- > Felipe Magno de Almeida > _______________________________________________ > Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost > Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Sun, Jun 28, 2009 at 12:36 PM, Gottlob Frege<gottlobfrege@...> wrote:
> for a layout engine, look at 'eve' from Sean Parent's ASL > stlab.adobe.com. If it is good enough for Photoshop, it is probably > good enough for your app as well. I'm not developing a application, but a library. But I'll take a look. I remember looking it before starting cppgui. Something didn't attract me in eve, I don't remember anymore what. But it can be used to gather experience. Thanks for remembering eve. > You can use your own widgets or ones supplied by Adobe. Each widget > just needs to be able to return it's metrics. > > Tony Regards, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Sun, Jun 28, 2009 at 12:04 PM, Felipe Magno de
Almeida<felipe.m.almeida@...> wrote: > On Sun, Jun 28, 2009 at 12:36 PM, Gottlob Frege<gottlobfrege@...> wrote: >> for a layout engine, look at 'eve' from Sean Parent's ASL >> stlab.adobe.com. If it is good enough for Photoshop, it is probably >> good enough for your app as well. > > I'm not developing a application, but a library. I understand. My 'good enough for Photoshop...' was meant more in general, as in for any apps someone might want to build from your library. > But I'll take a look. > I remember looking it before starting cppgui. Something didn't attract > me in eve, I don't remember anymore what. But it can be used to gather > experience. > Thanks for remembering eve. > If you need/want help with eve, let me know. If nothing else, it would be good to separate layout from other library concerns, and eve could be a good example layout engine - particularly since it has some requirements that other layout engines might not have considered (like having widgets expose measurements such as text baselines, etc). Tony _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Thu, Jun 25, 2009 at 11:26 AM, Felipe Magno de
Almeida<felipe.m.almeida@...> wrote: > On Wed, Jun 24, 2009 at 7:18 PM, Tomas<pecholt@...> wrote: >> I think that couple of important topics were raised here. Things >> like MVC, layout system and surface concept briefly described on >> your website need to be thinked over in more detail because these >> are going to affect how the library will be used. I've started with a layout system implementation. It is still more than shy. I've implemented a ruler (still only for qt, going to port it to win32 very soon). This can be used like this (layout1 example shows): my_window::my_window() { layout::horizontal_ruler ruler(wnd_from_this(), 50); wnd<> btn = create<controls::button>( _parent = wnd_from_this() , _pos = (20, ruler)); ruler.move(100); assert(btn->position().y() == 100); } The ruler can be saved and used later. It most not live more than the window used to create it though. I'm not sure if this is a problem. Is it? [snip] I'm still researching other layout systems, with grids, auto-resize, proportionality factors, etc. As I get more implemented I'll be reporting here. I've researched a listbox/tree with MVC, and it seems straightforward to implement. I'll do that as soon as I finish the layout system. I have myself a project that will use these MVC widgets with database data very soon. Thanks, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiFelipe Magno de Almeida wrote:
> On Thu, Jun 25, 2009 at 11:26 AM, Felipe Magno de > Almeida<felipe.m.almeida@...> wrote: > > On Wed, Jun 24, 2009 at 7:18 PM, Tomas<pecholt@...> wrote: > >> I think that couple of important topics were raised here. Things > >> like MVC, layout system and surface concept briefly described on > >> your website need to be thinked over in more detail because these > >> are going to affect how the library will be used. > > I've started with a layout system implementation. One layout mechanism that I've found very easy to use and easy enough to implement is a "spring tab" which I first saw in Borland's Sprint word processor eons ago. (I realize I'm crossing domains, but I think the idea applies readily.) The notion of a spring tab is that it exerts equal force on each side to separate things. Put a spring tab against the left side and a widget on its right and the widget is right aligned. Reverse the two and the widget is left aligned. Surround a widget with spring tabs to center it. If you juxtapose spring tabs, they act as though there is a zero space, invisible widget between them. Thus, <ST><ST>widget<ST> puts the widget 2/3 of the way across the horizontal extent. Anyway, the idea is that they are relatively trivial widgets that can be assembled together quickly to get a reasonable arrangement that adapts as a window is resized. Perhaps that's a tool to include in your library. _____ Rob Stewart robert.stewart@... Software Engineer, Core Software using std::disclaimer; Susquehanna International Group, LLP http://www.sig.com IMPORTANT: The information contained in this email and/or its attachments is confidential. If you are not the intended recipient, please notify the sender immediately by reply and immediately delete this message and all its attachments. Any review, use, reproduction, disclosure or dissemination of this message or any attachment by an unintended recipient is strictly prohibited. Neither this message nor any attachment is intended as or should be construed as an offer, solicitation or recommendation to buy or sell any security or other financial instrument. Neither the sender, his or her employer nor any of their respective affiliates makes any warranties as to the completeness or accuracy of any of the information contained herein or that this message or any of its attachments is free of viruses. _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Wed, Jul 1, 2009 at 4:41 PM, Stewart, Robert<Robert.Stewart@...> wrote:
> Felipe Magno de Almeida wrote: [snip] >> I've started with a layout system implementation. > > One layout mechanism that I've found very easy to use and easy enough to implement is a "spring tab" which I first saw in Borland's Sprint word processor eons ago. (I realize I'm crossing domains, but I think the idea applies readily.) The notion of a spring tab is that it exerts equal force on each side to separate things. > > Put a spring tab against the left side and a widget on its right and the widget is right aligned. Reverse the two and the widget is left aligned. Surround a widget with spring tabs to center it. I liked. I wanted something like this for spacing. I kinda liked the spring name. But I'm not sure spring tabs as-is are generic enough. I wanted to create the minimum features required, and as generic (or primitive) as possible, which could attend almost all people. > If you juxtapose spring tabs, they act as though there is a zero space, invisible widget between them. Thus, <ST><ST>widget<ST> puts the widget 2/3 of the way across the horizontal extent. Why 2/3 if there's four widgets? > Anyway, the idea is that they are relatively trivial widgets that can be assembled together quickly to get a reasonable arrangement that adapts as a window is resized. Perhaps that's a tool to include in your library. Probably. But I wanted something more generic. Maybe the proportion can be assigned. Also vertical springs are needed. And I'm not sure I want it to be a widget. It doesn't have most operations a window has. It only occupies space. And what happens if two widgets are side-by-side to a spring. Should it press both? Do we link springs with widgets? I see a window as having a depth dimension, should springs press work on a layer, or all depths of a window? > _____ > Rob Stewart robert.stewart@... > Software Engineer, Core Software using std::disclaimer; > Susquehanna International Group, LLP http://www.sig.com [snip] Thanks for your suggestion, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiFelipe Magno de Almeida
> On Wed, Jul 1, 2009 at 4:41 PM, Stewart, > > > One layout mechanism that I've found very easy to use and > > easy enough to implement is a "spring tab" which I first saw > > in Borland's Sprint word processor eons ago. (I realize I'm > > crossing domains, but I think the idea applies readily.) The > > notion of a spring tab is that it exerts equal force on each > > side to separate things. > > > If you juxtapose spring tabs, they act as though there is a > > zero space, invisible widget between them. Thus, > > <ST><ST>widget<ST> puts the widget 2/3 of the way across the > > horizontal extent. > > Why 2/3 if there's four widgets? I never said a spring tab was a widget. Call it and treat it how you like. It merely consumes space, though in a layout mode, were there a GUI editor, they would be visible. Why 2/3? |<oooooooooooo><oooooooooooo><widget><oooooooooooo>| All spring tabs exert the same space-consuming force, so they divide the available space evenly among them. Thus, each spring tab consumes (width - widget.width)/N of the space. (Extend accordingly when there are more widgets in the "line.") The center of the widget is, thus, 2/3 of the way across the available width. > > Anyway, the idea is that they are relatively trivial widgets > > that can be assembled together quickly to get a reasonable > > arrangement that adapts as a window is resized. Perhaps > > that's a tool to include in your library. > > Probably. But I wanted something more generic. Maybe the > proportion can be assigned. You could do that, but the simplicity of a spring tab is expressed in the formula shown above. There's no need to indicate the relative strength of any; just add more where needed to effect the needed alignment. > Also vertical springs are needed. Undoubtedly. > And I'm not sure I want it to be a widget. It doesn't have most > operations a window has. It only occupies space. I never called it a widget. As you say, it only occupies space. > And what happens if two widgets are side-by-side to a spring. > Should it press both? Yes: |<ooooooooooooooo><widget><widget><ooooooooooooooo>| The pair is centered by surrounding the pair with spring tabs. > Do we link springs with widgets? I don't understand the question, but I'm hoping you understand the idea better now. > I see a window as having a depth dimension, should springs > press work on a layer, or all depths of a window? I don't know, but I guess it would be layer specific. _____ Rob Stewart robert.stewart@... Software Engineer, Core Software using std::disclaimer; Susquehanna International Group, LLP http://www.sig.com IMPORTANT: The information contained in this email and/or its attachments is confidential. If you are not the intended recipient, please notify the sender immediately by reply and immediately delete this message and all its attachments. Any review, use, reproduction, disclosure or dissemination of this message or any attachment by an unintended recipient is strictly prohibited. Neither this message nor any attachment is intended as or should be construed as an offer, solicitation or recommendation to buy or sell any security or other financial instrument. Neither the sender, his or her employer nor any of their respective affiliates makes any warranties as to the completeness or accuracy of any of the information contained herein or that this message or any of its attachments is free of viruses. _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppgui------- Original message -------
> From: Stewart, Robert <Robert.Stewart@...> > To: boost@... > Sent: 1.7.'09, 17:09 > > Felipe Magno de Almeida >> On Wed, Jul 1, 2009 at 4:41 PM, Stewart, [snip] >> > If you juxtapose spring tabs, they act as though there is a >> > zero space, invisible widget between them. Thus, >> > <ST><ST>widget<ST> puts the widget 2/3 of the way across the >> > horizontal extent. >> >> Why 2/3 if there's four widgets? > > I never said a spring tab was a widget. I was confused because you mentioned the behavior as if there were invisible widgets. So I wrongly assumed they were themselves widgets. > Call it and treat it how you like. It merely consumes space, though in a > layout mode, were there a GUI editor, they would be visible. I get it now. > Why 2/3? > > |<oooooooooooo><oooooooooooo><widget><oooooooooooo>| > > All spring tabs exert the same space-consuming force, so they divide the > available space evenly among them. Thus, each spring tab consumes (width > - widget.width)/N of the space. (Extend accordingly when there are more > widgets in the "line.") > > The center of the widget is, thus, 2/3 of the way across the available > width. Now I get it. It is 2/3 of the available empty space. [snip] >> Probably. But I wanted something more generic. Maybe the >> proportion can be assigned. > > You could do that, but the simplicity of a spring tab is expressed in the > formula shown above. There's no need to indicate the relative strength of > any; just add more where needed to effect the needed alignment. That excludes any resizing behavior. I'm not sure it would be too simple to be usable? What if you have a huge space in some platform. The widget might get too small. I guess it would be okay for automatically resized widgets, like labels. [snip] >> And what happens if two widgets are side-by-side to a spring. >> Should it press both? > > Yes: > > |<ooooooooooooooo><widget><widget><ooooooooooooooo>| I meant: |<oooooooo><widget><ooooooo>| |<oooooooo><widget><ooooooo>| Where both first springs would actually be the same. I'm not sure this question of mine is not because of a misunderstand of spring tabs. Are they two-dimensional? What do you think of this use-case be added to rulers instead? Where you could attach it proportionally to the rule size? So you could add exactly in 2/3 without creating extra objects to represent this rational. If spring tabs are unidimensional, then they aren't much different from rulers. >> I see a window as having a depth dimension, should springs >> press work on a layer, or all depths of a window? > > I don't know, but I guess it would be layer specific. Each time I like more the idea of creating a layer concept. Where all widgets are in the same layer. Without overlapping. And the layer could then have some layout, which would manage the widgets size and position to avoid overlap. I have to grow this idea yet though. > _____ > Rob Stewart robert.stewart@... > Software Engineer, Core Software using std::disclaimer; > Susquehanna International Group, LLP http://www.sig.com -- Felipe Magno de Almeida Consultor C++ Sent from my E71 _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguion Fri Jun 12 2009, Felipe Magno de Almeida <felipe.m.almeida-AT-gmail.com> wrote: > I've been working the past two years, on and off, unfortunately more > often not, in a GUI library. But I have gotten back to it. And I > wanted to make it usable. I believe there are some great things in it. > This library has a named parameter interface which is extensible by > the backend implementation. > > I've been working on a QT port, which have been fairly easy so far. > My intention is to rework some parts of it, finish most widgets and > the surface concept I've been working on and submit to review to > boost. > > But I wanted some ideas on the controller interface and whatever might > be useful too in improving the design before submitting. > The library is in http://www.assembla.com/wiki/show/cppgui > > There's a svn and trac there that I use. > > The library requires the boost/funcitonal/factory.hpp library reviewed > and accepted (?), which is not yet part of any boost distribution to > compile. > > You will also need fusion to compile. > > I've tested with GCC 4.4.0/4.3.3 with QT and win32 with visual C++ > 9.0. But should be pretty portable, including qt in visual C++. The > gtk code does not compile :(. > > There are some very primitive documentation in the site, and some > examples in the svn. Have you looked at Adam and Eve from Adobe, and the associated research papers? I think these guys have gone a long way down the road to figuring out how to do things "right" in that domain. -- Dave Abrahams BoostPro Computing http://www.boostpro.com _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Wed, Jul 1, 2009 at 9:08 PM, David Abrahams<dave@...> wrote:
> [snip] > Have you looked at Adam and Eve from Adobe, Yes. > and the associated research papers? No. Do you know where can I find it? > I think these guys have gone a long way down the road to > figuring out how to do things "right" in that domain. They did. But they took a very different approach. With another language and all. Though I understand it can help a lot using a more specific language for GUI, I'm not still convinced it is the best approach. I think a C++-only, with RAII, exceptions, library can be very easy to use as well. It is easier to extend with implementation-specific code too. Though eve can be used separately. When I started creating cppgui, I had to create GUIs for Microsoft Management Console, which had to allow me to create windows from already constructed windows (with already registered window_procedures in win32) and resource files. One of the most important goals of cppgui library is to be usable almost everywhere. Though I do have plans for creating a DSEL to model windows in the very far future. It would still be C++. No parsers, nor highly-dynamic-scripted languages involved. I just hope there's space for cppgui's goals after adam and eve. > -- > Dave Abrahams > BoostPro Computing > http://www.boostpro.com Regards, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiHi,
On Wed, 2009-07-01 at 23:32 -0300, Felipe Magno de Almeida wrote: > On Wed, Jul 1, 2009 at 9:08 PM, David Abrahams<dave@...> wrote: > > > > [snip] > > > Have you looked at Adam and Eve from Adobe, > > Yes. > > > and the associated research papers? > > No. Do you know where can I find it? > > > I think these guys have gone a long way down the road to > > figuring out how to do things "right" in that domain. > > They did. But they took a very different approach. With another > language and all. > Though I understand it can help a lot using a more specific language > for GUI, I'm not still convinced it is the best approach. I think a > C++-only, with RAII, exceptions, library can be very easy to use as > well. DSL's are a design concept. Embedding one is a implementation choice that is not required to learn the lessons of Adam and Eve. > Though I do have plans for creating a DSEL to model windows in the > very far future. It would still be C++. No parsers, nor > highly-dynamic-scripted languages involved. > I just hope there's space for cppgui's goals after adam and eve. You might want to look at Interviews first ( www.ivtools.org ) . It also has papers explaining layout and I *believe* use some of these concepts. It also had hglue and vglue ( h & V = horizontal and vertical ) which is where spring tabs comes from ( I think ). This work was later expanded by Mark Linton in FRESCO ( the original if it is still available on the net was distributed with a project called TargetJr ) - Not the FRESCO that morphed into Berlin. It extended Interviews idea of Object linking and Embedding. Unidraw ( built on top of Interviews ) extended layout concepts greatly by using QOCA which is a linear equations and inequalities solver that could make a reasonable attempt at graph layout ( a very non-trivial problem not normally associated with GUI's ). hth /ikh -- "I disapprove of what you say, but I will defend to the death your right to say it," Evelyn Beatrice Hall who wrote under the pseudonym S.G. Tallentyre in a biography of Voltaire. #include <std_disclaimer> _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppgui(sorry for the bad non online reply
Blame my iPhone) - eve layout engine can be used separately from the scripting language ie directly in code - I helped write a DSEL that was as eve like as possible given the constraints of c++. Of course that didn't make it's way out of adobe but it is definitely doable. Boost proto would now make it that much easier. I'm not against a springs and struts system, but think about what your goals really are. An interface needs to be properly aligned and logically grouped. The more that can be done automatically the better. The ultimate goal is to describe the data model and have the interface be automatic (and yet still aestetic). Eve is a step in that direction. We should strive to do as well or better. We need to concentrate on properly describing the data first. A language (c++ or other) that says 'this data us a number (with min max etc)' or not only is this a string, but it is an email address (so that interfaces like the iPhone can adapt with @ symbols etc). Once we have the data description, we can build widgets that can 'advertise' what data types they can display/edit. Then the layout engine can pick the best widget given the data model and the space constraints. For example, you might pick 3 radio buttons for clarity of choice or a dropdown list if little space is available. This should be decided at the layout level. This is all doable. I've seen and/or built all the necessary building blocks to make it so. Tony On Wednesday, July 1, 2009, Felipe Magno de Almeida <felipe.m.almeida@...> wrote: > On Wed, Jul 1, 2009 at 9:08 PM, David Abrahams<dave@...> wrote: >> > > [snip] > >> Have you looked at Adam and Eve from Adobe, > > Yes. > >> and the associated research papers? > > No. Do you know where can I find it? > >> I think these guys have gone a long way down the road to >> figuring out how to do things "right" in that domain. > > They did. But they took a very different approach. With another > language and all. > Though I understand it can help a lot using a more specific language > for GUI, I'm not still convinced it is the best approach. I think a > C++-only, with RAII, exceptions, library can be very easy to use as > well. > It is easier to extend with implementation-specific code too. Though > eve can be used separately. > When I started creating cppgui, I had to create GUIs for Microsoft > Management Console, which had to allow me to create windows from > already constructed windows (with already registered window_procedures > in win32) and resource files. One of the most important goals of > cppgui library is to be usable almost everywhere. > Though I do have plans for creating a DSEL to model windows in the > very far future. It would still be C++. No parsers, nor > highly-dynamic-scripted languages involved. > I just hope there's space for cppgui's goals after adam and eve. > >> -- >> Dave Abrahams >> BoostPro Computing >> http://www.boostpro.com > > Regards, > -- > Felipe Magno de Almeida > _______________________________________________ > Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost > Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Thursday, July 2, 2009, Gottlob Frege <gottlobfrege@...> wrote:
> (sorry for the bad non online reply > Blame my iPhone) > ! For example, 'inline' not 'online'. Stupid phone. Anyhow my main point was really just keep the layout separate from the rest. Use a data type system and a widget metrics system to describe the widgets then let the user pick the layout system. Tony _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Thu, Jul 2, 2009 at 2:01 AM, Gottlob Frege<gottlobfrege@...> wrote:
> (sorry for the bad non online reply > Blame my iPhone) Sorry for the delay, I am still trying to digest everything. > - eve layout engine can be used separately from the scripting language > ie directly in code You mean the Eve engine right? I'm still trying to put up a basic example of using eve with cppgui. But am having a really hard time finding enough information on how to do so. I couldn't find any example, and the only tutorial I found in adobe site is really strange. Even uses boost::ref(new X), where I have no idea how lifetime is dealt with. I'm feeling kinda stupid for not being able to navigate adobe site well. All I seem to find is overview and reference information. > - I helped write a DSEL that was as eve like as possible given the > constraints of c++. This is indeed cool! > Of course that didn't make it's way out of adobe > but it is definitely doable. Boost proto would now make it that much > easier. Surely. > I'm not against a springs and struts system, but think about what your > goals really are. Maybe cppgui is not really a GUI library. But a widget system. I think even a minimum of autoresizing, and layout is needed with this. So that if someone wants to use it alone, he still can. > An interface needs to be properly aligned and > logically grouped. The more that can be done automatically the better. > The ultimate goal is to describe the data model and have the interface > be automatic (and yet still aestetic). But these should probably be decoupled from cppgui. Maybe more libraries should be written together, which could work decoupled from each other. Just like adobe does with adam and eve. > Eve is a step in that > direction. We should strive to do as well or better. Ok. I'm buying. How should we procede? I think cppgui should be only a widget system with signals, coordinate systems, etc. The layout and property systems should be decoupled. Cppgui should be be workable with eve, and with a new layout system as well. > We need to concentrate on properly describing the data first. A > language (c++ or other) that says 'this data us a number (with min max > etc)' or not only is this a string, but it is an email address (so > that interfaces like the iPhone can adapt with @ symbols etc). How do you intent this to work, without having to define all possible cases up-front, allowing extensibility? > Once we have the data description, we can build widgets that can > 'advertise' what data types they can display/edit. I think widgets should be very generic. A push_button displays strings, a image_button displays images. There should be no restriction if it is an email address or a number. The same goes for edit boxes. The restriction should come as a controller of these widgets. Connecting to signals. These should probably be part of a input/output system for these data types. > Then the layout > engine can pick the best widget given the data model and the space > constraints. For example, you might pick 3 radio buttons for clarity > of choice or a dropdown list if little space is available. This should > be decided at the layout level. That would be really cool. > This is all doable. I've seen and/or built all the necessary building > blocks to make it so. Ok. Then there should be 3 libraries? Widget system, layout system and a data model system? > Tony Thanks, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppguiOn Fri, Jul 3, 2009 at 4:34 PM, Felipe Magno de
Almeida<felipe.m.almeida@...> wrote: >> - eve layout engine can be used separately from the scripting language >> ie directly in code > > You mean the Eve engine right? yep > I'm still trying to put up a basic example of using eve with cppgui. > But am having a really hard time finding enough information on how to > do so. I couldn't find any example, and the only tutorial I found in > adobe site is really strange. Even uses boost::ref(new X), where I > have no idea how lifetime is dealt with. > I'm feeling kinda stupid for not being able to navigate adobe site > well. All I seem to find is overview and reference information. > It is not you - it is the site - it IS hard to find what you are looking for. For now, let's assume that 'layout' will be decoupled from 'widget library' and maybe you won't have to worry about Eve too much (yet). >> I'm not against a springs and struts system, but think about what your >> goals really are. > > Maybe cppgui is not really a GUI library. But a widget system. I think > even a minimum of autoresizing, and layout is needed with this. So > that if someone wants to use it alone, he still can. > >> An interface needs to be properly aligned and >> logically grouped. The more that can be done automatically the better. >> The ultimate goal is to describe the data model and have the interface >> be automatic (and yet still aestetic). > > But these should probably be decoupled from cppgui. Maybe more > libraries should be written together, which could work decoupled from > each other. Just like adobe does with adam and eve. > >> Eve is a step in that >> direction. We should strive to do as well or better. > > Ok. I'm buying. How should we procede? I think cppgui should be only a > widget system with signals, coordinate systems, etc. The layout and > property systems should be decoupled. Cppgui should be be workable > with eve, and with a new layout system as well. > Yep, decoupled. So for any layout system, widgets just need to describe their measurements. width, height, etc. A few things to learn from Eve and other experiences: - widgets (or static/free functions related to the widget) should be able to calculate their sizes based on inputs - ie a text label widget should be able to return its size for a given text string - note that X, Y isn't really the widget's problem. The widget can calculate its size, but something else will tell it where to be. - measurements need to include more than just size - it is also worthwhile to know what the text *baseline* is, and where the ':' is (if any) in a text label (ie think of a label like "File Name:"). This is so we can align by ':' and by baseline. In general, widgets should be able to return a set of 'guidelines' (probably *named* guidelines like "baseline", etc), that a layout system can choose (or not) to align widgets to. Some example measurements can be found at http://stlab.adobe.com/wiki/index.php/Layout_Terminology#Widget_Extents, although I notice that there really isn't any descriptions offered there. :-( In ASL docs/code, 'measurements' are usually referred to as 'metrics' (IIRC). >> We need to concentrate on properly describing the data first. A >> language (c++ or other) that says 'this data is a number (with min max >> etc)' or not only is this a string, but it is an email address (so >> that interfaces like the iPhone can adapt with @ symbols etc). > > How do you intent this to work, without having to define all possible > cases up-front, allowing extensibility? > A few thoughts: - Start at the bottom - with known data types (int, float, string). - use a capabilities hierarchy. ie a generic string-editing-widget can be used as a number-editing-widget, just not the best one. Similarly it can be a date-editing-widget, etc. - As a widget-author, all you need to do is to "publish" your widget's abilities. ie a single string that describes your widget. "NumberEditor". Eventually we build up a standard set of descriptions, similar to standard 'concepts' in STL, type-traits, etc. ie, we can have 3 different widgets that all advertise as "NumberEditor", and that would mean they all implement the concept (and interface) of NumberEditor. I suppose a widget might need to advertise multiple interfaces that it implements, we would need to support that as well. That's it for the widgets. The hard part is the 'widget selector' that matches the required widget to the data model. Currently, the 'widget selector' is usually the coder (via hand-written code, or RC files, or Eve, etc), or maybe the UI designer if you can teach them Eve (which I recommend you do!). But with descriptions, the 'widget selector' can be automated code. Consider an example: struct Date // a poor date struct { int year; int month; string day; }; This struct needs to be described to the widget system: - the struct needs a descriptor string: "Date" // I'll comment about the naming later - the struct needs to be flagged as a 'struct' or 'aggregate' or 'record' - ie that it has members fields - each item within needs a descriptor "Year", "Month", "Day" - each item needs to be described by type - int, int, string - each item optionally gets min/max/default and/or an array/enumeration of possible values (ie [ "Monday", "Tuesday",...] ) Now, the point is that the 'widget-selector' system can look at this struct and do: 1. do I have a "Date" widget? if yes, use that and be done (or if I have more than one to choose from, check other constraints to decide the best one) 2. if I don't have a "Date" widget, I need to make a group of widgets, one for each member of "Date". ie: 2.1 Do I have a "Year" widget? 2.2 If not, do I have an "int" widget? (should, it is a base type) etc Note that the widget-selector can decide on the proper selector not only by the descriptor tag "Day" or just type "string", but also be the optional criteria - if the string has an enumeration ("Monday", "Tuesday",...) then the choice might be a pop-up list box (or even a group of radio buttons if the list is short), or it could just default to an edit box (and force the validation to happen later). ** As for naming - obviously, if I named my struct up there "Date" and your widget advertises that it can edit a "Date", then we had better be talking about the same structure. So maybe it would need "namespacing" like "MyApp.Date", and then an appropriate widget is unlikely to be found. - But think about "Boost.DateTime". You can write a widget that understands "Boost.DateTime" (and maybe a few people will write competing widgets) and my code will use the boost DateTime library, and we'll understand each other. The important part is that, for the widgets, it isn't really more work - it is just communicating (in some agreed upon way) what it is that the widget is already doing. >> Once we have the data description, we can build widgets that can >> 'advertise' what data types they can display/edit. > > I think widgets should be very generic. A push_button displays > strings, a image_button displays images. There should be no > restriction if it is an email address or a number. > The same goes for edit boxes. The restriction should come as a > controller of these widgets. Connecting to signals. These should > probably be part of a input/output system for these data types. > >From a coding perspective, I agree with you. Write a generic edit box, and allow hooks for input-validation. From there you can get postal-code specific editing, or whatever you want - we obviously can't predict all the possible things someone might want to edit. But whenever we find things recurring, we specialize the widget (even if that means wrapping the generic edit box and some validation together). Obviously we do this all the time - if we didn't specialize widgets, all UIs would be full of edit boxes, and almost nothing else. ie no need for a drop-down list, just type in a edit box; no need for a file-browser, just type in the file name; no special number control with increment/decrement handling; etc etc etc. >> Then the layout >> engine can pick the best widget given the data model and the space >> constraints. For example, you might pick 3 radio buttons for clarity >> of choice or a dropdown list if little space is available. This should >> be decided at the layout level. > > That would be really cool. > >> This is all doable. I've seen and/or built all the necessary building >> blocks to make it so. > > Ok. Then there should be 3 libraries? Widget system, layout system and > a data model system? > Yep. With the widget system being the easiest and first. Once the widget system describes itself enough, we can move on to layout and data model. (In fact, for a given widget set, layout info and data info can actually be completely separate. ie given a widget system that I can't modify (eg Win32 widget set), I could write complimentary functions to return metrics and data descriptions, and then hook all the pieces together independently.) I guess the real interesting (first?) step is agreeing what the model/interface for a particular widget is or should be. ie why write a number-editing-widget before we can figure out how it should work. Once we figure out the interface and behaviour, then not only can we go and write it, but we can also label it "Boost.Number" and then away we go... Tony _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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Re: [rfc] cppgui>
>>> We need to concentrate on properly describing the data first. A >>> language (c++ or other) that says 'this data is a number (with min max >>> etc)' or not only is this a string, but it is an email address (so >>> that interfaces like the iPhone can adapt with @ symbols etc). >> >> How do you intent this to work, without having to define all possible >> cases up-front, allowing extensibility? >> > > A few thoughts: > - Start at the bottom - with known data types (int, float, string). > - use a capabilities hierarchy. ie a generic string-editing-widget > can be used as a number-editing-widget, just not the best one. > Similarly it can be a date-editing-widget, etc. > - As a widget-author, all you need to do is to "publish" your widget's > abilities. ie a single string that describes your widget. > "NumberEditor". Eventually we build up a standard set of > descriptions, similar to standard 'concepts' in STL, type-traits, etc. > ie, we can have 3 different widgets that all advertise as > "NumberEditor", and that would mean they all implement the concept > (and interface) of NumberEditor. I suppose a widget might need to > advertise multiple interfaces that it implements, we would need to > support that as well. > > That's it for the widgets. The hard part is the 'widget selector' > that matches the required widget to the data model. Currently, the > 'widget selector' is usually the coder (via hand-written code, or RC > files, or Eve, etc), or maybe the UI designer if you can teach them > Eve (which I recommend you do!). > But with descriptions, the 'widget selector' can be automated code. > Consider an example: > > struct Date // a poor date struct > { > int year; > int month; > string day; > }; > > This struct needs to be described to the widget system: > - the struct needs a descriptor string: "Date" // I'll comment about > the naming later > - the struct needs to be flagged as a 'struct' or 'aggregate' or > 'record' - ie that it has members fields > - each item within needs a descriptor "Year", "Month", "Day" > - each item needs to be described by type - int, int, string > - each item optionally gets min/max/default and/or an > array/enumeration of possible values (ie [ "Monday", "Tuesday",...] ) > > Now, the point is that the 'widget-selector' system can look at this > struct and do: > 1. do I have a "Date" widget? if yes, use that and be done (or if I > have more than one to choose from, check other constraints to decide > the best one) > 2. if I don't have a "Date" widget, I need to make a group of widgets, > one for each member of "Date". ie: > 2.1 Do I have a "Year" widget? > 2.2 If not, do I have an "int" widget? (should, it is a base type) > etc > > Note that the widget-selector can decide on the proper selector not > only by the descriptor tag "Day" or just type "string", but also be > the optional criteria - if the string has an enumeration ("Monday", > "Tuesday",...) then the choice might be a pop-up list box (or even a > group of radio buttons if the list is short), or it could just default > to an edit box (and force the validation to happen later). > > ** As for naming - obviously, if I named my struct up there "Date" and > your widget advertises that it can edit a "Date", then we had better > be talking about the same structure. So maybe it would need > "namespacing" like "MyApp.Date", and then an appropriate widget is > unlikely to be found. - But think about "Boost.DateTime". You can > write a widget that understands "Boost.DateTime" (and maybe a few > people will write competing widgets) and my code will use the boost > DateTime library, and we'll understand each other. > > The important part is that, for the widgets, it isn't really more work > - it is just communicating (in some agreed upon way) what it is that > the widget is already doing. > I forgot to add - much of the structure description work might be the same as what is done for Boost.Python and Boost.LangBinding. Tony _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost |
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