D GUI Framework (responsive grid teaser)
turkeyman at gmail.com
Thu May 23 00:11:06 UTC 2019
On Wed, May 22, 2019 at 3:33 PM H. S. Teoh via Digitalmars-d-announce
<digitalmars-d-announce at puremagic.com> wrote:
> On Wed, May 22, 2019 at 02:18:58PM -0700, Manu via Digitalmars-d-announce wrote:
> > On Wed, May 22, 2019 at 10:20 AM Ola Fosheim Grøstad via
> > Digitalmars-d-announce <digitalmars-d-announce at puremagic.com> wrote:
> > > But you shouldn't design a UI framework like a game engine.
> > >
> > > Especially not if you also want to run on embedded devices
> > > addressing pixels over I2C.
> > I couldn't possibly agree less; I think cool kids would design
> > literally all computer software like a game engine, if they generally
> > cared about fluid experience, perf, and battery life.
> Wait, wha...?! Write game-engine-like code if you care about *battery
> life*?? I mean... fluid experience, sure, perf, OK, but *battery
> life*?! Unless I've been living in the wrong universe all this time,
> that's gotta be the most incredible statement ever. I've yet to see a
> fluid, high-perf game engine *not* drain my battery like there's no
> tomorrow, and now you're telling me that I have to write code like a
> game engine in order to extend battery life?
Yes. Efficiency == battery life. Game engines tend to be the most
efficient software written these days.
You don't have to run applications at an unbounded rate. I mean, games
will run as fast as possible maximising device resources, but assuming
it's not a game, then you only execute as much as required rather than
trying to produce frames at the highest rate possible. Realtime
software is responding to constantly changing simulation, but non-game
software tends to only respond to input-driven entropy; if entropy
rate is low, then exec-to-sleeping ratio heavily biases towards
If you have a transformation to make, and you can do it in 1ms, or
100us, then you burn 10 times less energy doing it in 100us.
> I think I need to sit down.
If you say so :)
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