On Nov 18, 2004, at 9:37 AM, Derek Bump wrote:
Would it be possible to write your own geometry management code? I have found that to be the best thing for my apps. In the amount of time it looks like you have spent trying to get the GM to function for you, you probably could have written the routines you need to do the work with your own code.
I agree. I have a hard time trusting all of these "new" features in Rev, so I just stick to hard coding the handlers into my stacks and I really never have to worry about problems with the GM, or the Animation Builder, or the Image Library, so on and so forth.
On top of that, when a user does resize something I take the opportunity to update the stack's internal preferences to save window/control positions for when the stack is used at a later time.
I think at this point, I will only allow myself to rely on the engine. The engine has to be rock solid. When a bug is found in the engine, that must get fixed pronto. All scriptable things I put on myself for now. Once Rev grows in maturity, the other scriptable features like the GM will get more attention.
I have a handful of commercial apps that rely on the engine to perform as expected. And it does a very good job in my experience. Sure there are some things that need to be tweaked, but all in all, things just work. I would sure hate to see you stop using Rev Xavier because of the GM.
This gets a bit off topic, but I view the Rev team as an extension to my software company. They are like a satellite company to me. They worry about all the low level stuff. When I find an engine bug, I find them to be super responsive. I think they have a higher priority on engine related bugs simply because it is the foundation of Rev. Without a solid engine, everything else will tumble. When the engine is solid, you can pretty much handle the rest on your own (as long as it is within the realm of what the engine can do). 2.5 feels real good to me.
-- Best regards, Mark Talluto http://www.canelasoftware.com
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