Ultimately, computing has always been one of abstraction from the lower "layers". Taken far enough, one could spuriously argue that if you aren't soldering together the flip-flops that make up your logic and memory, you just aren't being efficient...
The extra abstraction layers you're talking about are invisible to the user... while our GUIs are slower, and our processors faster. It feels like, after 30 years, we should be able to have our GUI cake and eat it, too.
In the "good old days" the user interface was 640px x 480px (original VGA[1], skipping past the original MDA, CGA, and Hercules graphics cards[2] since they predated "modern" GUIs). Then it was expanded to 800x600, etc. The programs of those days were hard-coded to the graphics adapter resolution. If a program did not support the graphics adapter you had, you had to run your GUI in lower resolution compatibility mode. Sometimes it didn't work at all.
In lower resolution compatibility mode, the program's display got uglier and uglier as the screen resolution went up.
The abstraction layer today is adaptive and high DPI. Since the abstraction layer abstracts away the actual display resolution, programs (generally) can take advantage of the resolution that is available on a given display without change, allowing a program to run on small hardware displays (phone/tablet form factor) up to mega 4K++ displays, looking better and better as the screen resolution goes up.
GDI was originally designed to run on printers as well as screens, where the DPI values are completely different.
The declarative model of CSS has nothing to do with it. You can specify pixel values in CSS if you like.
And many (most?) do... leading to the reinterpretation of what "pixel" means in the CSS spec. Yes, CSS pixel does not mean a physical pixel on the screen.
Integer pixel coordinates are right there in the most fundamental functions:
HWND WINAPI CreateWindow(LPCTSTR lpClassName,
LPCTSTR lpWindowName,
DWORD dwStyle,
int x,
int y,
int nWidth,
int nHeight,
HWND hWndParent,
HMENU hMenu,
HINSTANCE hInstance,
LPVOID lpParam);CSS people still think a grid is a choice of "small" "medium" and "large" columns/rows. Haha.
> CSS people still think a grid is a choice of "small" "medium" and "large" columns/rows. Haha.
CSS Grid is literally Microsoft taking the WPF grid layout and porting it to the Web!
And even now it's still not mature and supported in all browsers.
> we don't need the new stuff
> how about we throw both away to shut everyone up, would that make either side happy?
There's nothing special about javascript the language. The nice thing about web development is that the really fast framework iteration cycles. And everyone complains about them, but as a result we have some fantastic APIs for UI development in javascript land now. (Eg, react.)
What I want to see is someone port those lovely abstractions across to native languages. For example, a port of choo[1] to swift on top of uikit would be gloriously fast, efficient, small and easy to work with.
Edit: I'll add, I frequently see people say that Windows XP was the best OS ever made. Why the rose-tinted glasses? It was the tail end of the era when hardware was getting faster, faster than software was getting slower.
Yes, I know, he's still around...
The thing is, using C++ instead of React for mobile development of a simple application would probably make me miss deadlines... So we just stick to whats popular.
This is absolutely not true.
Going to windowing GUIs from character-mode DOS was a massive usability improvement. No more exotic ctl-alt-function key combos (or control-control sequences for WordStar users like me).
Going from desktop apps to webapps changed the abstraction layer of how we access and share documents. No more installing software on the desktop. Docs are available on every computer we log into. Multiple people can edit the same document.
Maybe you don't care about document sharing and would be happy installing old school word processors and spreadsheets? That's a fair statement to make, but the market appears to be voting otherwise.
At least VS Code has to be installed. It is a plus for Google Docs & Co, but not universal. And in most cases, instead of installing you now have to create an account.
>Docs are available on every computer we log into. Multiple people can edit the same document.
Those features are completely independent from the platform the application uses. Those features are commonly implemented in web apps because for a long time they had no other choice, but cloud storage and collaborative editing can be equally well implemented in a destop application.
cough Blender ...
I would point to Eclipse as another classic example of "obviously designed by an engineer". There's tons of functionality under the hood and it's a fantastic jumping-off point for further customization... but its layout is intensely non-intuitive in so many ways compared to a purpose-built IDE.
Everything is locked away in menus and "perspectives". If you're writing a Java web app - do you want the Java perspective, the Java EE perspective, the Web perspective, or the Debug perspective?
I hear GIMP's no picnic to work with either but can't confirm personally.
It used to be that OSS was developed by people that actually used it. Maybe it wasn't pretty, it had a steep learning curve, but it got things done and was efficient once you learned how. Often you got fresh perspectives on how an interface could be done, since people got fed up with existing solutions.
Nowadays you get UX experts preaching how an interface is supposed to look like, which mostly means copying Apple or Google. You get tons shiny whitespace. Burger menus, because that's what "everybody is used to".
GIMP with "good UX people" would turn into a bad copy of Photoshop.
No, we don't. With Windows API there's no sandbox and extra embedded language overhead (it's still native code like in DOS, and even optimized better, able to use more available memory than DOS would allow, etc.).
Oh, and you also got the benefit of a FULL graphical interface over DOS. Here you have slower performance, extra cruft, bad apis AND the same final output (as a GUI app).
Not to mention that the Windows API UI toolkit, while bad, is sane compared to the web stack.
The lack of games was mostly due to reluctance of game developers to abandon Assembly and using directly PC hardware, specially because C and C++ compilers were "too slow".
And the "assembly" argument doesn't make any sense. You can program Windows games in assembly if you want.
Sure you can use Assembly on Windows and there were a few books teaching exactly that, but you weren't allowed to touch the graphics hardware any more, unless you were doing a graphics driver, and do all those graphic card tricks, specially mode X.
Completely disagree. Charles Petzold's HELLO.C is hundreds of lines of code. Hello World on the Web is, well, "Hello world!".
"Sane" environments don't force you to make up a distinction between "long pointers" and "pointers" if you want to conform to the house style in order to match 16-bit x86 real mode. Or route all events through one WndProc, forcing use of "message crackers" to poorly recreate the ergonomics of addEventListener. Or have to recreate the vector graphics stack not once but twice in order to deal with the lack of forward thinking (GDI, GDI+, Direct2D). Or deal with incredible apartment threading complexity to maintain VB6 compatibility. Etc. etc.
If you had said .NET, maybe. But Petzold-style Win32 is bad.
It's actually 87 lines of code, with a disclaimer comment, ample empty lines, a callback to play a wav when clicked, and an error message for when it's not run on NT. So, like 30-50 lines of actual Hello World necessary code. And that includes the starting up boilerplate.
That's about as relevant as complaining about the large binary size of a hello world program in a language creating static binaries. It might be larger than expected, but it usually includes a whole runtime. So once you add actual code, the binary's size doesn't scale linearly with the code size.
For comparison, a modern CSS "reseting" file, which just removes empty values is usually larger than the hello.c example.
This is the problem with trivial/contrived examples. They don't show you how the thing you're discussing scales in actual use.
In this case, the hello world in HTML is not representative of what you need to do to create a medium/large SPA in HTML.
And the old Windows api you could always wrap in higher order stuff, or even use as a basic layer to create your own UI library (still native).
The web stack, because of how it is done, you can't.
Petzold's Hello World is far more than what I'd consider a Hello World in Win32, because in addition to what you noted, it also creates a "full" window with all the associated complexity of managing its drawing yourself. A more suitable Win32 Hello World is not that much more complex than the traditional C one:
#include <windows.h>
#include <winuser.h>
int main() {
MessageBox(0, "Hello World!", "Hello World!", MB_OK);
}
From there, one can progress onto "dialog-based applications", where the bulk of the layout is declarative (in the resource file) and the C part is two functions, a callback for messages and a main() which just calls DialogBoxParam(). No WM_PAINT handling is necessary for those. A "full window" application is actually not necessary for many use cases. I've been working with Win32 for over a decade and a half and written at least a dozen little apps for various things, but the vast majority of them are not "full window" apps.In other words, I'd say Petzold was at least partially responsible for giving the impression that Win32 is impossibly complex even to start with. Fortunately others have come up with better introductions like http://www.winprog.org/tutorial/ or even https://win32assembly.programminghorizon.com/tutorials.html since then, but it seems that the damage has already been done and a whole generation of programmers have gotten the "Win32 is hard" notion embedded into their minds.
I was unfamiliar.
As much as I want as few layers between me and the hardware as possible, I would rather have many sane layers like much of the web than 1 insane layer like the win32 API. It doesn't follow good C, C++, std library or other conventions. Many functions have multiple poorly documented modes based on which structs you pass are empty or null pointers. It also just fails often for no reason I can understand, and the distinction between windows application and console is quasi magical and counterproductive.
Posix... Is a blessing by comparison. Every time I need to touch it it take me something like a single hour and I have a function that works reliably and just does what I need. Until we get to X11 and manipulating those windows. Then I just want to punch everything, but at least X11 works once the code is written, even though its inside out and backwards.
Now I just strongly prefer to use a good library to get at OS facilities. Things like SDL, boost or Intel Threading build blocks, etc. They are fast and generally tight enough I can open them and understand down to the hardware when I want.
Moving from text-based to graphical is a much different shift than what we are talking about here. The idea here is that we are creating many abstractions to get the same basic result. I can't rewrite Atom.io for DOS, but I could rewrite Atom.io to use the Windows API directly rather than being Electron-based.
We're talking about VS Code using 13% of the CPU while idle to render a blinking cursor. What benefit does the user get from this? We could render a blinking cursor with less then 13% of a much less powerful CPU years ago.
(Not that Qt is a bad library, but it's bizarre that such an important area is so neglected by our industry).
And it does seem very very strange. I'm imagining this Socratic dialogue:
---
Socrates: What is the most popular programming language?
Developer: Java.
Socrates: And why is Java so popular?
Developer: It's the first language most people learn nowadays, so everyone knows it.
Socrates: So it's popular because it's popular?
Developer: Well, it's very similar to C++, which was the most popular language when it first came out, so it was easy for people who already knew C++ to learn.
Socrates: So why not keep using C++?
Developer: C++ had a lot of problems that made it hard to use, and Java solved a lot of those.
Socrates: Such as?
Developer: If you wrote an application in C++ that ran on any given operating system, like Windows, you wouldn't be able to run the same code on another operating system like Linux or Mac; you would have to rewrite much of your work from scratch to support more than one operating system. Java is "write once, run anywhere." Your Java program will run exactly the same way, without having to rewrite anything, on any operating system that has a Java implementation.
Socrates: Interesting! Can you show me?
Developer: (Writes "hello world," demonstrates it runs the same in both cmd.exe and Bash)
Socrates: And that works with real programs too?
Developer: What do you mean? This isn't a very long or useful program, but it is an real program.
Socrates: What's special about what you just showed me? Can't you write these command line things in any language? Look: I learned a bit of Python a few years ago. (enters python -c "print 'Hello, world!'" in both terminals)
Developer: OK, maybe that wasn't the best example, but when you're doing more complicated stuff it gets harder and harder to write code for more than one operating system in a language like C++, so a language that runs the same everywhere, like Java, or Python, is better to have.
Socrates: So like an application that you would install?
Developer: Exactly!
Socrates: OK! So could you show me a real application then? Like, it says "Hello, world!" in a window, with a menu and buttons and stuff? And it will be the same on both Windows and Linux?
Developer: No, that's not possible.
Socrates: Hm?
Developer: You can't do that in Java.
Socrates: So, Java is the most popular programming language, but you can't use the programs you write in it?
Developer: Alright, you got me there. Usually Java is used for writing applications that run on servers, not PCs.
Socrates: Servers?
Developer: Yeah, like if you go to a website, there might be an application on its server to fetch your account information from a database.
Socrates: But why do you need a special application for that? Can't you just ask for the information you need directly?
Developer: Good question. We're moving in that direction. But for some things you really do need some kind of custom logic, and for those things Java is a good solution across different platforms.
Socrates: What different platforms are there in servers?
Developer: There aren't really that many platforms. Almost all servers run Linux. But there's also a few that run Windows, or FreeBSD, which is very similar to Linux.
Socrates: So if you were on a less popular operating system, like Windows, you would use Java to be compatible with Linux?
Developer: Probably not; really, the only reason you would use Windows on a server instead of Linux is if your application were written in C#, which is Microsoft's Java competitor.
Socrates: So Java is the most popular-because-it's-popular programming language you can't write programs in, and it's useful because it runs on every platform, on only one platform?
swing? awt? javafx?
Ugh, reddit's standard, snarky response: "you do realize... right?"
There's simply no way to get around the fact that by and large, many in-browser apps are poorly performant by any modern standard.
To me, it seems like there's a faction within the web development community whose goal is to take things that worked perfectly fine as native apps and re-implement them with poorer performance in the browser, with seemingly no benefit.
I wish these people all the success in the world, if that's what they enjoy doing. But for the most part I simply cannot tolerate the work they produce.
Effectively we are back to the world of time-share terminals.
This realization that always-connected apps might be joined by disconnected apps is emphasized when looking to markets across the world. There are more disconnected people in the world than always-on, high-speed, low-latency connected. There is a burgeoning middle class characterized by sporadic, low-speed, high-latency connections, who are willing to spend some money online, for those times they make it online. They might spend pennies each today, but whoever captures those markets is addressing billions of underserved online customers. I'd take a billion $0.01 payments a day any day.
But if you set the cookies
document.cookie = "age_checker=pass; expires=Thu, 18 Dec 2037 12:00:00 UTC; path=/";
document.cookie = "is_legal=yes; expires=Thu, 18 Dec 2037 12:00:00 UTC; path=/";
It does work elsewhere, too. (Otherwise it just redirects to your local wolfenstein info site)Just because a design introduces extra indirection into a system does not mean that the design is providing any abstraction.
Likewise just because a design changes from one implementation to another does not mean anything has been abstracted.
Your example of moving from DOS to Windows is really good for illustrating this. DOS had almost no hardware abstraction support, you had to include drivers for a lot of hardware into your application. Moving from DOS to Windows 3.1 only provided abstractions over the video drivers, for example when it came to network cards you still had to use DOS drivers.
Moving a text editor from DOS to Windows does not provide you with any abstractions for things like the cursor. It is only changing the API for the sake of having your text editor run on a different platform.
Guess what? This is the same with trying to get your cursor and text rendering working on a web browser. There is absolutely no abstraction here, you are just changing your code to work with the very awkward DOM API.
But hey, thank god we finally have a framework we can inject ads in at will.
When Windows was developed, we had enough CPU power to do the basic tasks people wanted done with a computer at a reasonable speed - the idea was that spare capacity was being traded for user friendliness.
For some applications, even today, when maximum efficiency is necessary, purpose built machines ('soldering together the flip-flops that make up your logic and memory') are still used - it's just that it's often an ASIC that is fabricated.
And in many cases that led to an instant drop in productivity. Those old green-screen systems were not pretty but they were quite efficient to use.
Having worked on the system myself, they were right (this was as a noobie to both systems).
There is something to be said for a small, tight system.
This because the doctors insisted on using a DOS based patient journal, as they could operate it completely by keyboard while maintaining a conversation with the patient.
I speculate that one reason for this is that DOS allowed each program to have full keyboard access, while Windows and other GUI has to reserve certain keys for managing the UI (switching between windows etc).
Thus what was earlier a series of single key presses now involves holding down a modifier for the duration. And that is if the developer even remembered to put in a hotkey for said action.
It's just that software makers don't do it; most everyone thinks everyone loves to do things with mouse et al.
I doubt much of that time is spent building the DOM tree for the UI. Google Docs does a lot more than a simple text editing widget - there's a networked file system, a multi-user collaboration engine, a realtime notification system, etc that all get initialised. Instantiating all that over a network in 2-3 seconds is really fast.
None of these apply to a new, unshared document. Those subsystems can be loaded slowly over the following 10 seconds, that's fine. Is it such a hard thing to ask to make the UI responsive within 0.1 s? Like, be able to type stuff and have it appear on the screen without delay?
It's so bad that I often use the basic HTML version of Gmail because it loads in less than 1 second. The normal "AJAX" version loads in 3-4 seconds. And I have a 200 megabit connection. Who wins at getting me my information faster?
It's gotten so bad that I'm considering moving to another provider or using a good old email app again.
Bloated single page apps is the curse of the modern web.
Also, Inbox did not show me full e-mails on my Android Wear smartwatch while Gmail did. Also, I couldn't figure out how to set up the filters I needed in Inbox.
Google Docs is truly amazing technology for the browser. It's just bringing its model to "native" apps that I have very mixed feelings about.
I see. In your opinion, do you think Chrome would be even faster if it managed to spin up an entire sandboxed docker container (in case any web site wanted one, to do whatever it wants with), as well as another one with a full Postgresql install (again in case any web site wanted one, to do whatever it wanted with, oh, and also for Chrome's own bookmarks and stuff), yet still launched within a blazing 14 seconds?
Would that be even faster, considering?
Because from where I'm standing, that wuold be 5-7 times slower.
And 3 seconds to start is 2.95 seconds too slow for me to start typing into a URL box, which could appear within 50 ms if it was done right instead of done wrong.
Chrome does things wrong instead of doing things right, and it really is that simple. I'm a human, not a network share. I use software so I can interact with it. It should do the rest on it's own time and as needed.
Loading a bunch of stuff "quickly" does not equal being quick. Google should know better.
Sometimes I think that comments like these arise out of not having experienced text-only rendering at 300 baud...
I know that's a generalization, and most likely unfair - but damn, today's phones, to this old man, are pocket super-computers (for that matter from my vantage point, an Arduino is a wonder, and a RasPi is utterly amazing)!
At the same time, we are now living in the future. With "pocket super-computers" that are more powerful than the Crays that existed when you were waiting on 300 baud text rendering, yet we are using 13% of that power just to render a blinking cursor? Does that not seem like we haven't made as much progress as we should have?
The point being, for the past decade or two, we've been burning all hardware performance improvements on things that are neither visible to user, nor enable them to do more with their computer. Surely, there must be ways of spending those CPU cycles and RAM bytes on things that are actually useful and enable people to do more / better / faster work.
Windows 7 boots in approx. 5 seconds to the desktop (if no password is set), and stuff like Word or Visio starts instantaneously. Web applications on the very same computer are a whole different story.
Let's just acknowledge that SaaS is not and never was about any kind of benefits for the user or customer, but just about either centralising resources and services back to the vendor's control and/or increasing money extraction.
I mostly use Ubuntu and there Libreoffice still has a stupid splash screen. After that though the amount of time is too small for me to count.
Please try to find a single example where this is true. Niche cases and greater diversity all come from a lot of work keeping runtimes up to date and APIs backward-compatible. This is only because of Free Software. Trying to credit this to "abstraction layers" is insulting to all of the programmers working on Free Software libraries, compilers, runtimes and operating systems.
So, I can't give a specific example but am instead pointing at the diverse ecosystem of applications and rich functionality. It's logically impossible for me to prove that these apps wouldn't exist without inefficient abstraction layers. It's my supposition, and the developers who write electron apps would probably agree.
The literally millions of applications not written on top of the specific crapware you list are an existence proof. This was the case even with assembly/Pascal/BASIC applications on microcomputers in the 1980s. Your whole argument is that somehow the web stack is easier to write applications on top of because <insert nonsense adjectives like "diverse" and "rich">. To go back to the Pascal example, a lot of people who program in Delphi strongly disagree even today, and Delphi has been around since 1995. What makes you think that the web stack has a higher speed of development than other software tools? Why do you think that high-speed development depends on inefficient abstractions? That is all total nonsense. There are a lot of problems with the web stack. You need to stop making up bullshit rationalizations and learn about other approaches to software development.
If speed of development isn't the reason, then what is the attraction? I'm serious and curious. I looked through your profile and you clearly know your shit. Are we just in a period of a bad stack being popular and used despite there being other, better options?
Google Docs uses the Internet, so did anything on an old modem. Word didn't (especially 20 years ago).
I'm not sure your arguement makes any sense.
"10secs! I was supposed to be at work 15 seconds ago!"
"Writing directly to the screen" (by which I assume you mean writing pixels one by one to the framebuffer) is a bad idea for modern graphics hardware. It was fine on the 486, but nowadays you need the ability to do global optimizations for good 2D (or 3D) graphics performance. Ironically, the Web stack is much better positioned to do this than, say, Win32, because of the declarative nature of CSS.
Besides, as some downthread have pointed out, you didn't "write directly to the screen" in Win32. You went through GDI.
What happens if you try to present an immediate mode API for UIs is the status quo with APIs like Skia-GL. You frequently end up switching shaders and issuing a new draw call every time you draw a rectangle, and you draw strictly in back to front order so you completely lose your Z-buffer.
Imagine if games worked like that: drawing in back to front order and switching shaders every time you drew a triangle. Your performance would be terrible. But that's the API that these '90s style UI libraries force you into. Nobody thought that state changes would be expensive or that Z-buffers could exist when Win32, GTK, etc. were designed. They strictly drew using the painter's algorithm, and they used highly specialized routines for every little widget piece because minimizing memory bandwidth was way more important than avoiding state changes. But the hardware landscape is different now. That requires a different approach instead of blindly copying what the "native" APIs did in 1995.
"What happens if you try to present an immediate mode API for UIs is the status quo with APIs like Skia-GL."
I don't know what Skia-GL is, but in games, the more experienced people tend to use immediate-mode for UIs. (This trend has a name, "IMGUI". I say 'more-experienced people' because less-experienced people will do it just by copying some API that already exists, and these tend to be retained-mode because that is how UIs are usually done). UIs are tremendously less painful when done as IMGUI, and they are also faster; at least, this is my experienced. [There is another case when people use retained-mode stuff, and that's when they are using some system where content people build a UI in Flash or something and they want to repro that in the game engine; thus the UI is fundamentally retained-mode in nature. I am not a super-big fan of this approach but it does happen.]
"and you draw strictly in back to front order so you completely lose your Z-buffer"
That sounds more like a limitation of the way the library is programmed than anything to do with retained or immediate mode. There may also be some confusion about causation here. (Keep in mind that Z buffers aren't useful in the regular way if translucency is happening, so if a UI system wants to support translucency in the general case, that alone is a reason why it might go painter's algorithm, regardless of whether it's retained or immediate).
"But that's the API that these '90s style UI libraries force you into."
90s-style UI libraries are stuff like Motif and Xlib and MFC ... all retained mode!
I don't agree that an IMGUI style forces you into any more shader switches than you already would have. It just requires you to be motivated to avoid shader switches. You could say that it mildly or moderately encourages you to have more shader switches, and I would not necessarily disagree. That said, UI rendering is usually such a light workload compared to general game rendering that we don't worry too much about its efficiency -- which is another reason why game people are so flabbergasted by the modern slowness of 2D applications, they are doing almost no work in principle.
Back to the retained versus IMGUI point ... If anything, there is great potential for the retained mode version to be slower, since it will usually be navigating a tree of cache-unfriendly heap-allocated nodes many times in order to draw stuff, whereas the IMGUI version is generating data as needed so it is much easier to avoid such CPU-bottlenecking operations.
Here is a (somewhat old) video explaining some of the motivations behind structuring things as IMGUI: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
pcwalton seems to be presuming that part of the contract of an "immediate mode API" is like old-school ones it actually immediately draws to the frame buffer by the end of the call.
Whereas you are talking about modern "immediate mode API"s where the calls just add things to an internal data structure that is all drawn at once, avoiding unnecessary shader switches etc. IIRC this is how Conrod (Rust's imgui library) and https://github.com/ocornut/imgui work, although with varying levels of caching.
One point to make about retained mode GUIs is I remember reading an argument that immediate mode is great for visually simple UIs, such as those in video games, but isn't as good for larger scale graphical applications and custom widgets. For example when rendering a large text box, list or table you don't want to have to recalculate the layout every frame so you need some data structure that sticks around between frames specific to the widget type, so that's what retained mode APIs like Qt do for their widgets.
Sure you can do the calculations yourself for exactly which rows of a table are currently in view and render those and the scrollbar with an immediate mode API, but the promise of toolkits like Qt is that you don't have to write calculations and data structures for every table.
Immediate mode GUI systems are allowed to keep state around between frames and the most-featureful ones do. The "immediate mode" is just about the API between the library and the user, not about what the library is allowed to do behind the scenes. The argument that retained-mode systems are inherently better at this doesn't hold water; it is kind of an orthogonal issue.
This works just as well/quickly as a retained mode API in almost all cases. There's some cases like extremely long tables with varying row heights and sortable columns, where you need an efficient diff of the table contents. Since recalculating layout and sorting every frame is inefficient. Retained mode APIs do this with methods to add and delete rows. It's possible to do with an immediate mode API, but to detect differences in the rows passed in quickly you need to use a functional persistent map data structure with log(n) symmetric diff. Or you can just have an API that is mostly immediate mode but has some kind of "TableLayout" struct that persists between frames and is modified by add and remove functions.
I'm curious what API you would use for implementing a table with varying row heights (that you only know upon rendering but can guess beforehand), sortable columns and millions of rows. I implemented this in an immediate mode GUI API a few months ago, and I did it with persistent maps and incremental computation in OCaml. Incrementally maintaining a splay tree and a sorted order by symmetric diff of the input maps. This isn't as nice of an API in languages like C++ so I'm wondering if there's a better way.
In general my policy is that when things get really complicated or specialized, the application knows a lot more about its use case than some trying-to-be-general API does, so it makes sense for the application to do most of the work of dealing with the row heights or whatever. (It's hard for me to answer more concretely since it depends on exactly what is being implemented, which I don't know.)
Most "modern" mainstream native toolkits - e.g. GTK+ 3, Qt 5, WPF - encourage this separation into layout - GtkBuilder, QML, XAML - and style - CSS, Qt Style Sheets, XAML Styles.
So, this isn't a "web browser" problem. Or, this style of GUI isn't the problem with Electron. I find GTK and Qt apps to be plenty responsive enough, even when their GUIs are loaded from XML files.
Try working with large data sets in Google Docs and you'll have that 2-3 second lag time with _every_ operation you perform.
I got a popup inside the calculator asking for feedback about it once with an inbuilt form and submission. I can only assume it has toooooons of hidden away cruft that does everything but assist in calculating things.
Manager: All apps have to use this feedback framework now, no exceptions. Getting feedback is super important so we can be more Agile!
Dev: ok... uh, but this is 40x the size of all of calc.exe. Plus it's just a calculator and we've refined it for years so it's pretty good already. Isn't that kinda nuts?
Manager: metrics! Feedback! Agile! Just do it!
https://news.ycombinator.com/item?id=10791667
(Note that the "Calculator Plus" mentioned there has --- not suprisingly(!?) --- disappeared from Microsoft's download center, but you can still find the official, signed installer by searching for "CalcPlus.msi".)
Given all these factors, any product using web technologies for UI can move much faster than products which don't. Like how Sublime and every other programming text editor basically got eaten up by VSCode and Atom in about a year and half.
There is a very succinct rebuttal to that, and a good explanation for why apps based on "web technology" are they way they are: "quality is not quantity."
[citation needed] - web application development is incredibly complex and can't be compared to just "web development" (e.g. writing a HTML document or template and styling it).
Why invent a new standard? HTML is fine, CSS is fine. Most importantly, everyone understands it and can work immediately with it.
Any issues with performance is due to the implementation of the platform that renders this HTML/CSS interface. It's much more likely Google Docs feels sluggish due to the javascript it executes in order to control the rendering of its html/css, rather than the rendering itself.
(not to say that HTML and CSS aren't useful, but they are far from the idea means of rendering a UI).
HTML does work fine when you use it for mostly document focused work, and I enjoy the interactivity and connectivity that web browsers have brought to the web, but I'd love to see an improvement on it all.
If you discount flexbox due to "not [being] used very often", then you can't logically argue for burning down the HTML and CSS stack and replacing it with something else that has zero market share.
I'm not saying that we should burn the HTML and CSS stack. It has served the web very well and will continue to do so, but until the last few years, it's been a document focused stack that's been twisted into doing app development, and in some sense, it still is.
HTML and CSS are not the best tool for heavy GUI development, a la Photoshop, Visual Studio (not VS Code) or other large GUI intensive things. Most web apps have yet to replicate the combination of features and/or performance of those types native applications. Flexbox is an improvement there that helps with layout, but that doesn't change the fact that we are working with the DOM under the hood, with all of its various quirks and performance issues. (Not to say other GUI frameworks/APIs are perfect, or necessarily better. Some of them just allow you to optimize a little closer to the metal).
One can point out that large GUI tools like Photoshop aren't being created as much these days, outside of AAA game dev, CAD, or the like, or that many large GUI's use web views to help display documents, a la Steam.
I sincerely hope that Servo's "Web Browsers are essentially AAA game engines" approach catches on.
I'd be interested to see how an event-based html5 canvas GUI library would compare to DOM.
Q: How do you make an image maintain an aspect ratio and fill up the width or height of the screen, whichever comes first? A: Nested div hell and JavaScript.
Q: How do you make a scaled background image stay put even when the keyboard input pops up on a phone? A: Supreme JavaScript, CSS, and div hell.
Q: How do you center a paragraph of text vertically in a div? A: Nested div hell.
I'd say FlexBox is pretty inadequate. Why can't we have things like:
#my-video {width:80%;height:calc(width*2/3);}HTML/JS/CSS is just a stepping stone like any other, not an endgame. Don't grow complacent with it. Demand something better.
No it's not. If you want a fast full-featured cross-platform GUI toolkit, there are many: GTK+ and Qt are especially great, and have bindings for several languages.
However QML is an improvement. It was a bit quirky to get render the way you wanted and it was not native & look and feel, but maybe have gotten better since I used it. I could imagine that TypeScript + QML could be quite pleasant. Big downside is that the install size of your program is quite big.
I say that from the developer and the user perspective.
> Posted in Dev Loop, Qt Quick Controls, Styles
You might not like the envelope they are pushing, but they are cutting-edge explorations into web tech, coinciding with other cutting-edge developments like HTML/JS -> Native interfaces.
Just because js is good on web, doesn't - and shouldn't - mean that we should be doing that.
Of the 3, javascript is the most dispensable, there's nothing stopping us writing platforms which have UIs designed in HTML/CSS but have a DOM controlled by python/c#/ruby.
I was not suggesting we stop progressing, but we need to recognise the phenomenal amount of overhead involved in replacing these 3 technologies. What benefit would be served when they can just be abstracted on top of, at least with regards to the web?
Case in point, Assembly Language, we could theoretically replace the standards that have been reached over decades of collaboration with something more suited to our modern leanings. But what would be the point, when we've long since abstracted it out of our minds?
In order to render HTML, CSS and JavaScript, you need an entire web rendering engine. A new standard would let us get by with a lot less.
Getting to piggyback on V8 and Blink work is, I suspect, often a benefit rather than a cost in the eyes of developers of Electron-based editors. Sure, it's bigger resource load, but for use cases where the performance is acceptable, it's a lot less developer load to get the functionality out the door.
Because they suck?
Yeah, like my favorite of these lately, widows and orphans. Chrome changed a default that affected inline-blocks within columns that caused them to wrap prematurely after version 52 or so. It is especially bad because the other popular browsers don't even support these yet and looked fine.
Where do I start?
1) Designed for document presentation, not for apps. 2) Limited widget selection (native forms and that's it). 3) Different implementations between vendors. 4) Bad at layout (20+ years to get to Flex and Grid CSS layout which kind of resembles UI layouts but is still not supported everywhere. 5) Slow 6) Batter hungry 7) Too many un-needed UI layers (DOM over native widgets) 8) Extra language layer (JS on top of v8 on top of native execution) 9) JS is not the best language to write large scale software (to put it mildly) 10) Restricted access/integration to native platform APIs.
I agree that simply saying X sucks is not a valid argument. Howeever with CSS/HTML the flaws are too numerous and already discussed ad nauseam over the past 15 years. Everytime a new version of CSS comes out, people go and try it and find out that it sucks, whether its th broken box model or the broken float layout techniques or the constant fiddling you are forced to do to get anything working. Every web developer I've seen adopts the 'edit and refresh' trial and error model of developing which is the direct result of a bad spec. Which also explains why there isn't even a reference implementation. As far as UI layout is concerned I am fairly sure I could out-compete a web developer in terms of time taken to implement, using something like IMGUI.
As someone who has spent years implementing those standards, a reference implementation would not help me at all.
> As far as UI layout is concerned I am fairly sure I could out-compete a web developer in terms of time taken to implement, using something like IMGUI.
Dear imgui's layout model doesn't scale at all, due to the fact that it's immediate mode. It redoes layout from scratch every frame.
Well, considering that the web has been for decades a landmine of subtle rendering differences based on different interpretations of the same standards, it would surely help others...
Also, I'm not sure what you're saying here. That, warts and all, you love the web as a programming platform?
Well, maybe you do.
But then again, you don't program everyday IN it. You program a rendering engine for it in Rust, so you're safely protected from the horrors of web programming.
>Dear imgui's layout model doesn't scale at all, due to the fact that it's immediate mode. It redoes layout from scratch every frame.
Aren't (or at least weren't) most computer games "immediate mode" too, and far more demanding than any web page?
Which isn't a problem if you're layout algorithm is fast/simple. If it's not, then it's a bigger issue.
I don't quite understand what you meant your comment to be indicative of. That nobody else would consider it useful? That you personally see no value in reference implementations at all?
>Dear imgui's layout model doesn't scale at all, due to the fact that it's immediate mode. It redoes layout from scratch every frame.
Could you detail the UI are you thinking of where IMGUI is inefficient but HTML/CSS isn't? Not asking for a formal spec, just a general usecase..
My problem with CSS/HTML is that productivity scales inversely when using them.
XUL is dead now, HTML+CSS won.
> everyone understands it and can work immediately with it.
Only if by "understands" you mean "everyone is capable to throw things at the wall and seeing what sticks". I have seen a lot o HTML and CSS and let's just say, only a small fraction looked like it was done by someone with understanding "what" and "why". Otherwise it was just tortured to the point "somehow works unless someone changes something".I know which I'd rather offer as my toolkit of choice for a project on which I wanted lots of people to contribute code to!
Something will come in and replace HTML, it's just a matter of time. The main driver is mobile. The many layers of abstraction burn battery, one day phone manufacturers will get tired of it and do something.