Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Matthew Paul Thomas
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Hash: SHA1

Luke Benstead wrote on 15/03/11 21:53:
...
 Erm, I hate to point out the obvious, but why don't we just put the
 menu back in the windows and abandon appmenu as a failed experiment?
 Keep the title and window controls in the panel for maximized windows
 only (at least just for Natty).
 
 I can already imagine the replies to this email, so let me save you
 guys the trouble:
 
 1. Someone will bring up Fitt's Law. Yes I know what it is. No, I
 don't think it should be used as an overriding reason to squash,
 overlap, and generally complicate a UI and shove it into an edge. I
 especially don't see why Fitt's law is so important for menu bars,
 when users get on perfectly fine with buttons, sliders, window resize
 grips and icons, and well, everything else.

That's looking at it backwards, I think. Screen edges are efficient
target areas for whatever is put there. Given that, what should they be
used for? Menus are used a lot, ergo, they're a good candidate to be
made more efficient.

 2. Someone will likely bring up the space saving of the global menu.
 Firstly, the global menu only saves vertical space on a maximized
 window, on non-maximized windows they only save on chrome.

It also saves space whenever two or more windows are stacked vertically.

  By
 keeping the title in the panel for maximized windows, we are still
 saving 22px on Gnome 2, with the removal of the bottom panel that
 brings it up to 44px. It's about finding a balance of space saving vs
 usability and I really think we have shot past that balance point with
 the global menu.

Space saving vs usability is a false dichotomy. Space saving reduces
scrolling and memory load, which is part of efficiency, which is part of
usability.

 So, the question again raised is why exactly are we using a global
 menu?

Benefits:
*   Much faster to use.
*   Saves vertical space.
*   Menus no longer need to be cramped by, or overflow beyond, the
window width (e.g. Empathy, Gimp, Inkscape).
*   Menus no longer surprisingly open upwards when the window is near
the bottom of the screen.
*   Allows the desktop to have the same menus as any other folder
(which, in turn, will reduce the complexity of context menus).
*   In future, will allow dialogs to have Edit, Help etc menus
consistent with other windows.
*   In future, will allow visual unification of title bars and toolbars.

 I know I've brought it up before, but alongside the issues we are
 having fitting it into the panel with the title, it also brings issues
 with dual monitors, large resolutions and focus-follows-mouse. It
 doesn't fit all use cases.
...

Dual monitors are not a problem (though if they're stacked vertically,
the bottom one loses its speed benefit). Large screens make the menus a
bit slower, but not nearly as slow as they would be inside windows. The
loss of focus-follows-mouse is a real tradeoff, though. (I've specified
how it could be made compatible, but no-one has been interested enough
to work on it yet.)

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Matthew Paul Thomas
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Scott Kitterman wrote on 16/03/11 12:42:
...
 A bug is a bug no matter who files it.  If we're down to it's only a
 real bug if certain people file the bug, then that's a real problem.
...

I totally agree. I don't think my bug reports should get special
treatment because I work at Canonical. But I do think bug reports
are more likely to be valid if they're from the person who maintains the
specification for the relevant feature, no matter who they work for.

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Re: [Ayatana] Dash should be in full screen by default in desktop

2011-03-17 Thread Peterson Silva
+2

After OMG! Ubuntu showed how to do it in a desktop, I did it.

*Peterson*
*http://petercast.net*



On 17 March 2011 01:44, Muhammad Nabil ottoman.k...@yahoo.com wrote:

 Dash in full screen looks better. Thanks.
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Re: [Ayatana] Dash should be in full screen by default in desktop

2011-03-17 Thread Bilal Akhtar
On 03/17/2011 12:54 PM, frederik.nn...@gmail.com wrote:
 On Thu, Mar 17, 2011 at 05:44, Muhammad Nabil ottoman.k...@yahoo.comwrote:
 
 Dash in full screen looks better. Thanks.

 
 +1
 
 keeping the dash small would make sense, if another object could be
 displayed beside it on the same level / layer, but that doesn't seem to be
 the case, so it should rather utilize all the space.
 transparancy keeps the stuff below visually accessible, that's good to keep
 a map of the desktop, even when you're in the dash.

I don't think this would be good when the resolution is high (well above
1280x800). It would require unnecessary mouse movements.

Unity should detect when the resolution is low, then make dash
full-screen automatically (IIRC this happens when resolution is 1024x600
or lower).

Also Unity should add a user-friendly option, either in ccsm or at a
more accessible location, which makes dash full-screen automatically.
The current way to set this is to use dconf-editor, and we don't expect
new users to know this.

Bilal Akhtar.

 
 
 
 
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[Ayatana] Replace Refine Search with something like my mockup

2011-03-17 Thread Raffaele Carillo
Hello,
Let me suggest a mockup to improve navigation in the dash of Unity.
The current dash is as follows:

http://upload.centerzone.it/images/39303949013254839336.png

In this way a lot of space is wasted and you can see the names of the
sections overlap (do not know if it has already been reported in
Launchpad). I am using 2D Unity.
This however is my mockup:

http://upload.centerzone.it/images/51624969778680994772.png

Unity In 2D, we reduce the vertical scrool optimizing use of space, and
then remove those checkboxes. We can also remain Refine search, but
the sections should be shown as in the mockup.

In Unity 3D this would be an ideal solution to replace the drop-down
menu (currently very bad) so much nicer and faster.

The mockup should also apply to the dash files.

Excuse me if I made ​​some mistakes in speaking English.

Raffaele Carillo


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Re: [Ayatana] Me Menu, and single user irritation.

2011-03-17 Thread Lee Hyde
On 17/03/11 12:51, Saleel Velankar wrote:
 I think on single user scenarios, the gconf key to show the name should be 
 toggled to 0 by default.

That's a good idea. Though some thought needs to be given as to whether
the existence of a guest account should toggle the gconf key back to 1/2
or not. I personally think that, under such circumstances, the user
account should default to gconf key 0 (i.e. use me menu's icon-only
mode), and the guest account should default to gconf key 1/2 (i.e. show
'guest' in me menu).

Regards,

Lee.

-- 
I foresee a universal information system (UIS), which will give
everyone access at any given moment to the contents of any book that has
ever been published or any magazine or any fact. The UIS will have
individual miniature-computer terminals, central control points for the
flood of information, and communication channels incorporating thousands
of artificial communications from satellites, cables, and laser lines.
Even the partial realization of the UIS will profoundly affect every
person, his leisure activities, and his intellectual and artistic
development. But the true historic role of the UIS will be to break down
the barriers to the exchange of information among countries and people.

-- Andrei Sakharov, Saturday Review/World (August 24th, 1984)



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[Ayatana] Replace Refine Search with something like my mockup (LINK FIXED)

2011-03-17 Thread Raffaele Carillo
Hello,
Let me suggest a mockup to improve navigation in the dash of Unity.
The current dash is as follows:

http://upload.centerzone.it/images/51624969778680994772.png

In this way a lot of space is wasted and you can see the names of the
sections overlap (do not know if it has already been reported in
Launchpad). I am using 2D Unity.
This however is my mockup:

http://upload.centerzone.it/images/39303949013254839336.png

Unity In 2D, we reduce the vertical scrool optimizing use of space, and
then remove those checkboxes. We can also remain Refine search, but
the sections should be shown as in the mockup.

In Unity 3D this would be an ideal solution to replace the drop-down
menu (currently very bad) so much nicer and faster.

The mockup should also apply to the dash files.

Excuse me if I made ​​some mistakes in speaking English.

Raffaele Carillo


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Re: [Ayatana] Group Active Applications at One Place

2011-03-17 Thread Mark Curtis

Running application are available at a glance with the light to the left of the 
icon.
Grouping them together would mean that the placement of the icons would 
constantly change, hindering muscle memory.
The problem may be that running application are still difficult to pin point 
even with the lights, but I don't think constantly shuffling icons is the 
solution.

 From: vibes.ubu...@gmail.com
 To: ayatana@lists.launchpad.net
 Date: Thu, 17 Mar 2011 12:57:29 +
 Subject: [Ayatana] Group Active Applications at One Place
 
 Hello,
 
 My name is Nitesh and this is my first mail to Ayatana Team. I recently
 filed a bug in Launchpad and I will repeat the same here as advised.
 
 Active applications in Unity currently don't group at one place and they
 are scattered at various spots in the launcher, even in the icons that
 are folded in accordion style. This is a real pain because we should
 know what applications are currently active in one glance. Since we
 cannot see the entire launcher at one go, specially in large monitors,
 it takes quite a effort to spot and open apps that are active. It get
 worse when apps are pinned way at the bottom as they remain folded even
 when they are active. Hope you get the idea.
 
 The solution would to group them at top or at a place where active apps
 can be quickly spotted.
 
 Screenshots:
 https://bugs.launchpad.net/unity/+bug/736683/+attachment/1914060/+files/Screenshot-1.png,
 https://bugs.launchpad.net/unity/+bug/736683/+attachment/1914061/+files/Screenshot-2.png
 
 Launchpad bug: https://bugs.launchpad.net/unity/+bug/736683
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Re: [Ayatana] Dash should be in full screen by default in desktop

2011-03-17 Thread Jonathan Meek
Unity, as of my last checking, only uses fullscreen for above
1280x800. I know this because my lapop uses 1280x720 and switched Dash
to Desktop mode. I agree that it should be made available in CCSM,
though. Make the option readily usable instead of hidden away.

On 3/17/11, Bilal Akhtar bilalakh...@ubuntu.com wrote:
 On 03/17/2011 12:54 PM, frederik.nn...@gmail.com wrote:
 On Thu, Mar 17, 2011 at 05:44, Muhammad Nabil
 ottoman.k...@yahoo.comwrote:

 Dash in full screen looks better. Thanks.


 +1

 keeping the dash small would make sense, if another object could be
 displayed beside it on the same level / layer, but that doesn't seem to be
 the case, so it should rather utilize all the space.
 transparancy keeps the stuff below visually accessible, that's good to
 keep
 a map of the desktop, even when you're in the dash.

 I don't think this would be good when the resolution is high (well above
 1280x800). It would require unnecessary mouse movements.

 Unity should detect when the resolution is low, then make dash
 full-screen automatically (IIRC this happens when resolution is 1024x600
 or lower).

 Also Unity should add a user-friendly option, either in ccsm or at a
 more accessible location, which makes dash full-screen automatically.
 The current way to set this is to use dconf-editor, and we don't expect
 new users to know this.

 Bilal Akhtar.





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 IRC nick: cdbs



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Re: [Ayatana] Unity Dock Icons behavior - Apps switching

2011-03-17 Thread Xavier Guillot
I try a last up as there has been no answer regarding this behavior of 
Unity Dock to switch between opened windows of same application when 
clicking on the icon : for me it is very more nice to have current 
window displayed on screen at right and other(s) left just near the mouse.


Nobody has an opinion about that ?

Thanks. Xavier.

On 28/02/2011 22:06, Valeryan_24 wrote:
I also noticed something on Minefield (nightly development version of 
Firefox) :


When there are many windows opened and one is not maximized (ex: 
Download manager, or links / javascript launches un-maximized new 
window), when clicking on the Minefield icon on Unity dock, it ALWAYS 
shows at left (or top left) this un-maximized window, even if I'm on 
another one when switching.


This happens on Minefield, not on normal Ubuntu Firefox or 
Thunderbird, but also for example on Tomboy.


If I open many notes, maximize all except one, this one will always 
appear at (top) left.


Would it be possible to add a configuration option to make current 
window going to the (top) right when clicking to switch, and other(s) 
on (top) left or bottom ?



Hi everybody,

Unity is getting very fine and I enjoy using it.

Regarding one particular thing, I would like to change the default
behavior if possible, sorry if this has already been discussed and
decided.

It's related to switch between application windows when more than 1  
is opened.


For the icons in left Unity dock, there are 1, 2, 3... white triangles
if 1, 2, 3 windows of the same application are active (ex : many
Firefox instances, or Firefox + bookmarks page, or Thunderbird +
address book + mail redaction, or many Nautilus windows...)

When we want to switch from one of these windows to another, we have to
click on the icon in Unity dock, and it shows us with an animation a
small view of all these windows.

Here I'd like that the current window is shown at the right side and
the other shown closest and near the Unity dock, it would make less
mouse move to change window.

Some examples to be clear :

http://pix.toile-libre.org/upload/original/1298217934.png

I am on the Firefox window on Ubuntu page, and I want to switch on the
window with Google page. When I click to Minefield icon on dock, it
shows me on left side the current window, and I have to go with mouse
on the right to select the other window.

When there is only 1 window of an app' opened, nothing happens if I
click on the dock icon (no hide, no launch of another instance),
logical.

So, if there are many windows opened, if I click on the icon, it
normally means that I want to switch between them. In this case, it
would make sense that the other windows are shown the nearest from my
mouse, to make me easy and quick to switch, and not have to go on the
other part of the screen.

With 3 windows opened :

http://pix.toile-libre.org/upload/original/1298218213.png

Here I was on Thunderbird main screen (with inbox mails), and again
when I click on the icon, this screen is the first proposed to me in
top left. As I want to switch to one of the 2 other windows, I expect
Thunderbird main screen shown on the most far position, on top right,
and 2 others on bottom and top left.

What do you think of that ?

In this case also, could another click on dock icon re-maximize current
window (if finally we do not want to switch) ?

Thanks in advance. Best regards,

Xavier


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User


Ian Santopietro wrote:
 What about flashing the menu with the title for the first, say,
 five seconds that the window is open. That gives an indication as to
 where the menu is, reduces visual clutter, and allows the user to get
 a quick preview of what menu headers are available (File, Edit, etc.)
 without losing the supposed benefit of the global menu. Perhaps a nice
 quick fading animation would help keep this from being jarring.


Frankly, this sounds like the kind of heat-of-the-moment workaround
that brought Unity to its current state in the first place. The
impression I have is the current design is a pile of workarounds:

+ Let's merge the titlebar and the panel when the window is maximized
  and show the menubar. The title is not that important.

- Oops, now the menubar position differs in maximized windows because
  of the buttons.

- Ok, then let's fix it on that position.

- Oops, ugly gap for non-maximized windows.

- Ok, let's put the title there.

- Oops, titles can have different sizes.

- Ok, let's truncate it.

- Oops, this is ugly.

- Ok, let's show the entire title by default and the menu on hover.

- Oops, now it's inconsistent with maximized windows.

- Ok, let's do the same for maximized windows. Hey, this brings the
  title back for maximized windows. Win!

With admittedly some poetic license, this is how I picture it: a
series of local optimizations losing track of global optimization.

Instead of trying to fix the current situation, I prefer going
back to when the menubar was fully visible and the titlebar
didn't merge with the panel, and restarting to think from there.

My personal suggestion would be dropping the title in the panel as
mpt suggested, but keeping the idea of merging the titlebar and the
panel. This means dropping the title entirely in the maximized
case, yes. I don't think anyone would really care.

For fixing the gap, I'm going to suggest something controversial,
but that I wanted to suggest for a long time anyway: dropping the
minimize and maximize buttons, following Gnome3's direction and
under their same arguments.

This would leave only the space of a single close button to worry
about and this could be addressed by something with a fixed size
that does not need to be truncated: AN ICON.

Matter of fact, I WOULD suggest placing this icon even when the
window is maximized and storing a menu with window management
options in it, just like you already have depending on your
metacity settings. Close *is* a destructive function you
don't want near File, after all... But I won't seriously
support this second suggestion for the moment, because I
suspect that would make closefests of maxmized windows too
inneficient, and this is bad for netbook users.

Thoughts?



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Remco
On Thu, Mar 17, 2011 at 17:14, Conscious User consciousu...@aol.com wrote:
 My personal suggestion would be dropping the title in the panel as
 mpt suggested, but keeping the idea of merging the titlebar and the
 panel. This means dropping the title entirely in the maximized
 case, yes. I don't think anyone would really care.

 For fixing the gap, I'm going to suggest something controversial,
 but that I wanted to suggest for a long time anyway: dropping the
 minimize and maximize buttons, following Gnome3's direction and
 under their same arguments.

 This would leave only the space of a single close button to worry
 about and this could be addressed by something with a fixed size
 that does not need to be truncated: AN ICON.

Awesome. Just awesome. This fixes everything, doesn't it?

 Matter of fact, I WOULD suggest placing this icon even when the
 window is maximized and storing a menu with window management
 options in it, just like you already have depending on your
 metacity settings. Close *is* a destructive function you
 don't want near File, after all... But I won't seriously
 support this second suggestion for the moment, because I
 suspect that would make closefests of maxmized windows too
 inneficient, and this is bad for netbook users.

 Thoughts?

I do see a problem with that last one: how is a user going to figure
out how to close the window? An (X) button has familiar meaning, but
an application specific icon is probably not the first place a user
would look. Also, now your icon menu and File menu are located next to
each other and have the same item at the end: Close.

-- 
Remco

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Re: [Ayatana] Dash should be in full screen by default in desktop

2011-03-17 Thread Neil Jagdish Patel
On Thu, 2011-03-17 at 10:42 -0400, Jonathan Meek wrote:
 Unity, as of my last checking, only uses fullscreen for above
 1280x800. I know this because my lapop uses 1280x720 and switched Dash
 to Desktop mode. I agree that it should be made available in CCSM,
 though. Make the option readily usable instead of hidden away.

Your absolutely correct, it was a mistake on my part to keep it in
GSettings instead of ccsm (there was a reason for the decision, but I
realised afterwards that having it in ccsm would be still possible and
better).

That'll be fixed for next week's release.

-- 
Neil Jagdish Patel | Technical Lead
Desktop Experience Team
Canonical
27 Floor, Millbank Tower
London SW1P 4QP
Ubuntu - Linux for Human Beings
www.canonical.com



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Re: [Ayatana] Replace Refine Search with something like my mockup

2011-03-17 Thread Raffaele Carillo
Il giorno gio, 17/03/2011 alle 10.45 -0300, Peterson Silva ha scritto:
 That looks very neat =D
 
 Peterson
 http://petercast.net
Thank you, as you may have seen I put another message on the mailing
list with the correct link. Can we continue to speak there?


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Xavier Guillot

Hello,

My 2 cents also about global menu, as just a normal and daily user (both 
personal and professional use of Ubuntu), not a developer nor a 
designer. I like it very much as it is right now, because :


- It allows space saving and is very nice

- For me it is not a problem that window title hides the menu at first 
until we go with mouse on it. Apart new users - but those will also have 
to learn Unity, Dock, Linux... we know it and it is very common, easy 
after to get at the right place to see the menu. Often, there are 
buttons for most common actions in the soft that replace it.


- there is homogeneity (I could say Unity !) between all applications, 
even Firefox, Thunderbird, LibreOffice and all things related to menus 
are in panel at top of the screen. It does not work for the moment for 
softs like Videolan but as it is not a native Ubuntu application, I 
understand it is not a top priority.


On the contrary, for Videolan, it's better because most often I use it 
un-maximized, so I have menus near the window.


That's the second point, the only thing I would change to Global Menu IMHO :

Keep window title over-riding menus and see them when mouseover, but for 
un-maximized window, as the title is displayed in the window, put also 
the menus on mouseover in this place in the window, it allows less mouse 
move to activate them. Some apps, like Videolan, Empathy... are commonly 
used in small size and placed everywhere in the screen, not always at top.


Keep maximized and minimized buttons please, it's perfect like that.

Remember position of a window : with Tomboy for example, even if I 
maximize a note, at next startup, it re-launches reduced in top left 
corner...


By the way, it will be impossible to satisfy everybody, so we'll see 
what it's decided, the less we can do is to explain our choices and 
their consistency.


It's just surprising that such an important discussion is not solved and 
takes place 1 month before final release !


I also hope that, perhaps not for Natty but for 11.10, Ubuntu will allow 
us a little configuration as it was fully possible in Gnome panel - for 
example dash, apps and Places shortcuts, order on the windows in the 
screen for switch between different instances...


Best regards,

Xavier

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Paul Sladen
On Thu, 17 Mar 2011, Xavier Guillot wrote:
 - For me it is not a problem that window title hides the menu at first 

I bet there's a possible solution somewhere with
blurring/transparaceny.

The model used with the notification pop-ups is that they are
transparent to click-events and blur/fade when moused-over, which is
effectively what the window-title/menu also does on mouse-over.

-Paul


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Ian Santopietro

For fixing the gap, I'm going to suggest something controversial,
but that I wanted to suggest for a long time anyway: dropping the
minimize and maximize buttons, following Gnome3's direction and
under their same arguments.


I can see getting rid of the maximize button, as Gnome has a point there.
However, I don't feel their argument for getting rid of the Minimize button
applies to Unity. It works great for Gnome, but we still have somewhere to
minimize windows to in Unity, thus the Minimize button has a point. And,
three buttons provides a natural feel and is aesthetically pleasing. You
can't get that unless you go down to one; two won't work. And, like I said,
we need to keep the minimize button while it does something.

On Thu, Mar 17, 2011 at 10:14, Conscious User consciousu...@aol.com wrote:



 Ian Santopietro wrote:
  What about flashing the menu with the title for the first, say,
  five seconds that the window is open. That gives an indication as to
  where the menu is, reduces visual clutter, and allows the user to get
  a quick preview of what menu headers are available (File, Edit, etc.)
  without losing the supposed benefit of the global menu. Perhaps a nice
  quick fading animation would help keep this from being jarring.


 Frankly, this sounds like the kind of heat-of-the-moment workaround
 that brought Unity to its current state in the first place. The
 impression I have is the current design is a pile of workarounds:

 + Let's merge the titlebar and the panel when the window is maximized
  and show the menubar. The title is not that important.

 - Oops, now the menubar position differs in maximized windows because
  of the buttons.

 - Ok, then let's fix it on that position.

 - Oops, ugly gap for non-maximized windows.

 - Ok, let's put the title there.

 - Oops, titles can have different sizes.

 - Ok, let's truncate it.

 - Oops, this is ugly.

 - Ok, let's show the entire title by default and the menu on hover.

 - Oops, now it's inconsistent with maximized windows.

 - Ok, let's do the same for maximized windows. Hey, this brings the
  title back for maximized windows. Win!

 With admittedly some poetic license, this is how I picture it: a
 series of local optimizations losing track of global optimization.

 Instead of trying to fix the current situation, I prefer going
 back to when the menubar was fully visible and the titlebar
 didn't merge with the panel, and restarting to think from there.

 My personal suggestion would be dropping the title in the panel as
 mpt suggested, but keeping the idea of merging the titlebar and the
 panel. This means dropping the title entirely in the maximized
 case, yes. I don't think anyone would really care.

 For fixing the gap, I'm going to suggest something controversial,
 but that I wanted to suggest for a long time anyway: dropping the
 minimize and maximize buttons, following Gnome3's direction and
 under their same arguments.

 This would leave only the space of a single close button to worry
 about and this could be addressed by something with a fixed size
 that does not need to be truncated: AN ICON.

 Matter of fact, I WOULD suggest placing this icon even when the
 window is maximized and storing a menu with window management
 options in it, just like you already have depending on your
 metacity settings. Close *is* a destructive function you
 don't want near File, after all... But I won't seriously
 support this second suggestion for the moment, because I
 suspect that would make closefests of maxmized windows too
 inneficient, and this is bad for netbook users.

 Thoughts?



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Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User

 I don't feel their argument for getting rid of the Minimize button
 applies to Unity. It works great for Gnome, but we still have
 somewhere to minimize windows to in Unity, thus the Minimize button
 has a point.

Several problems here:

1) The somewhere to minimize to was only *one* of the arguments,
and not even the main one. The Shell has always been designed
without taking minimization into consideration, for encouraging
the use of workspaces to organize clutter. The fact that the
Shell didn't have such place in its final form was more of an
argument to forget about bringing minimization back, for legacy
purposes, than to actually removing it in the first place.

2) Gnome could've used the Shell Dash perfectly to hold minimized
applications if this place argument was the only one. In fact,
ever since the Unity launcher got autohide there isn't much
difference between the two with respect to this purpose.

3) The somewhere to minimize windows in the Unity launcher is
a single icon for multiple application windows that uses Expose
for switching. Fitting minimization in this would imply

  a) not including minimized windows in the Expose, creating
 situations where either Expose gets in the way of
 restoring or vice-versa

  b) including minimized windows in the Expose, effectively
 either annoying people who minimize windows to temporarily
 remove them from the workflow or making you question what
 was the purpose of minimizing in the first place

This could be solved by showing minimized windows in the Expose
with less priority, like miniaturized or in icon form. OSX does
this. However, Mark said once in this list that he wants
minimized windows to appear full-fledged in the Expose, so
we are dealing with (b)

Unity will ship a form of minimization that is unfamiliar and
with questionable usefulness. I'm not sure if this is better
than not shipping at all. :)

 And, three buttons provides a natural feel and is aesthetically
 pleasing. You can't get that unless you go down to one; two won't
 work.

This is largely irrelevant since I'm still defending killing
minimization but... what? From where this remarkable certitude
on such a subjective matter, that does not even require any
kind of justification, came from? :)




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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Ian Santopietro

This is largely irrelevant since I'm still defending killing
minimization but... what? From where this remarkable certitude
on such a subjective matter, that does not even require any
kind of justification, came from? :)


No Problem:
http://en.wikipedia.org/wiki/Composition_(visual_arts)
 http://en.wikipedia.org/wiki/Composition_(visual_arts)Basically, in
visual composition, when there are multiple objects involved, it becomes
pleasing to have one item surrounded by an even number of objects (Thus an
odd number). Five, IMO, brings clutter, particularly to window buttons, and
one would be fine, but two lacks balance.

On Thu, Mar 17, 2011 at 16:08, Conscious User consciousu...@aol.com wrote:


  I don't feel their argument for getting rid of the Minimize button
  applies to Unity. It works great for Gnome, but we still have
  somewhere to minimize windows to in Unity, thus the Minimize button
  has a point.

 Several problems here:

 1) The somewhere to minimize to was only *one* of the arguments,
 and not even the main one. The Shell has always been designed
 without taking minimization into consideration, for encouraging
 the use of workspaces to organize clutter. The fact that the
 Shell didn't have such place in its final form was more of an
 argument to forget about bringing minimization back, for legacy
 purposes, than to actually removing it in the first place.

 2) Gnome could've used the Shell Dash perfectly to hold minimized
 applications if this place argument was the only one. In fact,
 ever since the Unity launcher got autohide there isn't much
 difference between the two with respect to this purpose.

 3) The somewhere to minimize windows in the Unity launcher is
 a single icon for multiple application windows that uses Expose
 for switching. Fitting minimization in this would imply

  a) not including minimized windows in the Expose, creating
 situations where either Expose gets in the way of
 restoring or vice-versa

  b) including minimized windows in the Expose, effectively
 either annoying people who minimize windows to temporarily
 remove them from the workflow or making you question what
 was the purpose of minimizing in the first place

 This could be solved by showing minimized windows in the Expose
 with less priority, like miniaturized or in icon form. OSX does
 this. However, Mark said once in this list that he wants
 minimized windows to appear full-fledged in the Expose, so
 we are dealing with (b)

 Unity will ship a form of minimization that is unfamiliar and
 with questionable usefulness. I'm not sure if this is better
 than not shipping at all. :)

  And, three buttons provides a natural feel and is aesthetically
  pleasing. You can't get that unless you go down to one; two won't
  work.

 This is largely irrelevant since I'm still defending killing
 minimization but... what? From where this remarkable certitude
 on such a subjective matter, that does not even require any
 kind of justification, came from? :)




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-- 
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CEO - Prodigy Games

Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

Public GPG key (RSA):
http://keyserver.ubuntu.com:11371/pks/lookup?op=getsearch=0x412F52DB1BBF1234
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Greg K Nicholson
On this subject I'd like to reiterate and support a suggestion
previously made on this list:
https://lists.launchpad.net/ayatana/msg04555.html

☮♥☯
Greg K Nicholson
http://gkn.me.uk

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User


 No Problem:
 http://en.wikipedia.org/wiki/Composition_(visual_arts)
 Basically, in visual composition, when there are multiple objects
 involved, it becomes pleasing to have one item surrounded by an even
 number of objects (Thus an odd number). Five, IMO, brings clutter,
 particularly to window buttons, and one would be fine, but two lacks
 balance. 

Those are way too subjective and general to justify the degree of
certitude your tone had. There are many ways to question it. But
since now you added an IMO to your statement, there is no point in
discussing this further.

Feel free to drop me a private email if you want to, though.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Spike Burch
+1

On Thu, Mar 17, 2011 at 6:30 PM, Greg K Nicholson g...@gkn.me.uk wrote:
 On this subject I'd like to reiterate and support a suggestion
 previously made on this list:
 https://lists.launchpad.net/ayatana/msg04555.html

 ☮♥☯
 Greg K Nicholson
 http://gkn.me.uk

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[Ayatana-commits] [Merge] lp:~karl-qdh/indicator-datetime/nopwdprompt into lp:indicator-datetime

2011-03-17 Thread Karl Lattimer
Karl Lattimer has proposed merging lp:~karl-qdh/indicator-datetime/nopwdprompt 
into lp:indicator-datetime.

Requested reviews:
  Ted Gould (ted)

For more details, see:
https://code.launchpad.net/~karl-qdh/indicator-datetime/nopwdprompt/+merge/53846

Removes prompting for password if no stored credential exists.
-- 
https://code.launchpad.net/~karl-qdh/indicator-datetime/nopwdprompt/+merge/53846
Your team ayatana-commits is subscribed to branch lp:indicator-datetime.
=== modified file 'src/datetime-service.c'
--- src/datetime-service.c	2011-03-16 21:47:51 +
+++ src/datetime-service.c	2011-03-17 15:55:46 +
@@ -469,7 +469,6 @@
const gchar *key, 
gpointer user_data)
 {
-	gboolean remember; // TODO: Is this useful?  Should we be storing it somewhere?
 	ESource *source = e_cal_get_source (ecal);
 	gchar *auth_domain = e_source_get_duped_property (source, auth-domain);
 
@@ -479,16 +478,6 @@
 	
 	gchar *password = e_passwords_get_password (component_name, key);
 	
-	if (password == NULL) {
-		password = e_passwords_ask_password (
-			_(Enter password),
-			component_name, key, prompt,
-			E_PASSWORDS_REMEMBER_FOREVER |
-			E_PASSWORDS_SECRET |
-			E_PASSWORDS_ONLINE,
-			remember, NULL);
-	}
-	
 	g_free (auth_domain);
 
 	return password;

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