Re: Developing controls based on Canvas?

2013-08-08 Thread Jonathan Giles
Felix, As you are restricted in what you can say, that also restricts how I can help. However, your example of a spreadsheet not being a control that can be implemented in a scenegraph-based manner suggests that you might want to re-evaluate your assumptions. A spreadsheet would be able to be

Re: Developing controls based on Canvas?

2013-08-08 Thread Richard Bair
Though not directly analogous, consider your typical spreadsheet application like Excel where the user is able to pan to the right effectively without limits and that grid lines are constantly being rendered as the panning takes place. Given that screens can be very large these days it is

Re: Developing controls based on Canvas?

2013-08-08 Thread Felix Bembrick
T hanks Jonathan. I'll have to check out the virtualisation that you refer to that's going on in JavaFX8 with TableView., it sounds very interesting. I am not saying that controls such as what I am proposing are *impossible* to implement using a scenegraph; it just seems natural to implement

Automatic virtualisation (was Developing controls based on Canvas?)

2013-08-08 Thread Felix Bembrick
With all this talk of node virtualisation, I am wondering how feasible it would to build some kind of automatic virtualiser such that you pass it your real-world model and then it automagically works out the actual nodes and pools required and manages them seamlessly to maximise rendering

Re: TD game (hijacking Re: Performant Controls (hijacking Re: Developing controls based on Canvas?))

2013-08-06 Thread Jose Martinez
...@gmail.com To: Richard Bair richard.b...@oracle.com Cc: openjfx-dev@openjdk.java.net List openjfx-dev@openjdk.java.net Sent: Tuesday, August 6, 2013 1:32 AM Subject: Re: TD game (hijacking Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)) I'm out for that one

RE: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-06 Thread John Smith
...@openjdk.java.net] On Behalf Of Daniel Zwolenski Sent: Monday, August 05, 2013 5:39 PM To: Jonathan Giles Cc: openjfx-dev@openjdk.java.net List Subject: Performant Controls (hijacking Re: Developing controls based on Canvas?) Sneaking in here, as you've given an opening with if implemented wisely, there is very

Re: Developing controls based on Canvas?

2013-08-05 Thread Jonathan Giles
I think it would pay to take a step back and understand why you think a 'traditional' scenegraph-based (or retained mode) control is not sufficient for your needs? Unfortunately you've not detailed your use case, so it is hard to give any specific advice. Are you able to give any details about

Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Daniel Zwolenski
Sneaking in here, as you've given an opening with if implemented wisely, there is very little that a scenegraph-based approach can't do. The question I've been asking for a while is what does implemented wisely look like in JFX. This has come up in the performance conversations, the game

Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Richard Bair
I know Table uses a rubber stamp approach, where it re-uses cell views where possible One small correction -- this isn't what we call the rubber stamp (which is what Swing did). The rubber stamp approach is to use a *single* cell and change its state and reuse it for rendering everything

Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Jonathan Giles
I don't think there is any particular secret sauce going on in what I do compared with the general guidelines that have been spelled out numerous times. It's the same old, same old: don't create more nodes than you need, don't modify the scenegraph needlessly, don't update the scenegraph

Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Daniel Zwolenski
Thanks Jonathan, it's good to get your insight. You did finish by muddying the waters again though - to do something complex with zooming and scrolling you'd be tempted to fall back into Java2D paint-style programming, and use Canvas for this, not the Scene graph? It's more a couldbe/maybe

Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Jonathan Giles
I only said that I'd consider using Canvas given my past experiences in doing the same kind of thing in Java 2D, so I'm familiar with it in that sense (but not in the real sense of having ever used Canvas in production). If I were to ever implement something like this I would of course be

Re: Performant Controls (hijacking Re: Developing controls based on Canvas?)

2013-08-05 Thread Richard Bair
To add to the confusion, Canvas currently has some drastic z-order bugs, and some clipping issues, so using it combined with Nodes is currently a no-go. I believe those have all been fixed in the last couple of weeks. Richard

TD game (hijacking Re: Performant Controls (hijacking Re: Developing controls based on Canvas?))

2013-08-05 Thread Richard Bair
It really wasn't ever supposed to be my TD game, I keep trying to get you (and others interested in the community) to develop it. I'm up to my eyeballs in work already, as I'm sure you can relate :-) Richard On Aug 5, 2013, at 9:24 PM, Daniel Zwolenski zon...@gmail.com wrote: You should be

Re: TD game (hijacking Re: Performant Controls (hijacking Re: Developing controls based on Canvas?))

2013-08-05 Thread Daniel Zwolenski
I'm out for that one for the foreseeable future. I've burnt up any and all free time on getting the desktop and iOS workflows working with Maven. I'm big time behind on client work. Tell you what though, if you can get someone at Oracle to take over the deployment tools and iOS stuff, I'd very