On 1/17/20 7:48 AM, Norman Feske wrote:
Hi Cedrik,
Genode's philosophy seems to be "don't deny complexity, but organize it". So it
would be an interesting challenge: would
implementing workspaces entail big changes in nitpicker? in wm? How to
reconcile the need for a low number of source-
code lines, with the need for additional, complex features -- it might justify
offering several w.m.'s (which I think is already
the case), of varying degrees of complexity, so that users have a choice
between high reliability (but somewhat restricted)
wm's and more feature-rich wm's implementing workspaces, at the expense of
possibly more bugs.
the design of the existing architecture (nitpicker + wm + layouter +
decorator) already anticipates these concerns but the current version of
Sculpt still hides this potential somewhat. I remained rather low-key
about it because we had to nail down other (non-GUI) aspects of Sculpt
first.
The current architecture already has the right hooks for implementing a
rich feature set, including workspaces or a panel. It's just a matter of
using (and possibly refining) those hooks. During 2020, I plan to put
the GUI architecture more and more into the spotlight, possibly via a
couple of Genodians articles.
The dual-head support is a different topic though. This one calls for
non-trivial interface and architectural changes.
Can you give a quick overview of what changes might be required for this?
Not having looked into the APIs, I would assume that having different
workspaces on different displays would fit nicely with the hooks already
present in Genode (as opposed to workspaces spanning multiple displays).
To my mind, this would handle the vast majority of use cases for most
users. Am I off-base here?
Thanks!
John J. Karcher
[email protected]
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