On Oct 12, 2010, at 11:55 AM, Tim Edwards wrote:
> 
> I see that "oocities.com" is just an archive of pages previously on
> geocities.com.  I do not exactly have the time and resources to update
> the native Windows version.  I think Kuba Ober's Qt version is rapidly
> reaching the point where it makes the native Windows version obsolete,
> anyway.

For some value of "rapidly", anyway.

I expect the code to behave better once I get the view to use QGraphicsItems.
This may take a good week or two of work.

Right now there are some real bad usability issues that are perhaps not trivial 
to
tackle with current code. The biggest one is that scrollbars only get 
recalculated
on zooms or window resizes. It's easy to draw an element (say, a circle) that
exceeds the viewport, yet you can't scroll. You can then sprinkle the code with
loads of forced refreshes, but that's just unmaintainable and menial work for no
good reason -- you can always forget a corner case.

Also, the interface makes some custom choices that make it next to useless 
without
a three button mouse. Forget using Xcircuit with a trackpad, so far. This will 
have
to get reworked so that more common man-machine interaction ways are used. A 
good
assumption is that of a two-button mouse with only left button available while 
dragging.
This assumption would make Xcircuit work with trackpads  on all platforms
(including MacBooks, a machine I'm on).

But that's all fixable given some time. I just don't want to get anyone's hopes 
up
for something "just around the corner" -- I'm making steady progress, but it's 
simply
a lot of work. In the end, I'll have to touch every single line of code. We're 
talking
~32k sloc.

At least so far I've shrunk it from 94k lines of C to 32k sloc of C++ and 38k 
sloc of C. The part
still in C is asg and spiceparser; those will shed a lot of weight by porting 
to C++ but
that's not for now. I'd hope to keep a shiny, bug-free Xcircuit around 15k sloc 
when all is
said and done, with perhaps another 10k for asg and spice parser. ASG code 
looks like
it could be significantly trimmed by doing a proper port to C++, but that'd be 
more of a rewrite,
really, and I'm not interested in it right now. I'd also have to dig out the 
papers that describe
how it works.

Cheers, Kuba
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