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Home » Developing U++ » U++ Developers corner » Porting Upp to SDL first ? (cause of MacOSX & framebuffer)
Re: Porting Upp to SDL first ? (cause of MacOSX & framebuffer) [message #29893 is a reply to message #29892] Sat, 27 November 2010 19:51 Go to previous messageGo to previous message
mirek is currently offline  mirek
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Registered: November 2005
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dolik.rce wrote on Sat, 27 November 2010 13:00

luzr wrote on Sat, 27 November 2010 18:21

BTW, my motivations is even more ambitious - this will allow me to experiment with "ultra-thin" web apps, where all processing is done by U++ and displayed by Java on the client (alt. Flash or maybe even Javascript) in a way similar to Terminal Services. So basically developing app with web interface should be principally the same as developing normal 'fat' U++ app...

Do you mean something like this: http://blogs.gnome.org/alexl/2010/11/23/gtk3-vs-html5/? (Just better, as it will be written in U++ Wink )



Yes. The question is at what level to do rendering. Above example simply passes changes in raster graphics. I believe that transfering "Draw stream" is more viable solution. I have done some preliminary experiments and have found that my current bussines application "full rePaint" produces Draw data that can be compressed to something like 5-8KB, maybe even much less (well, Image data are not in this, but after all, Images will be transfered just once...)
 
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