"Bohdan" <[EMAIL PROTECTED]> writes: > "E. Gladyshev" <[EMAIL PROTECTED]> wrote in message > news:[EMAIL PROTECTED] >> I was thinking about designing a GUI/GDI template >> library. >> >> The main ideas are: >> 1. Create a portable template abstraction for standard >> GUI/GDI elements and dialog boxes. >> 2. Design an "iterator-like" interface. >> 3. The most important goal is design a natural >> connection between STL containers and GUI elements, so >> that STL data can be easily presented in the GUI >> environment. >> > > I'm not sure but it looks like FLTK(on sourceforge) is trying > to follow this way. IMHO it would be better to start from existing > library, at least from its core. This can avoid design problems > related to multiple platforms support. > According to FLTK description, it is very efficient in > speed & code size.
Yes, but it's terribly low-level. There's not even any way to get FLTK to manage the lifetime of the data registered with callbacks, for example. I wouldn't want to base a modern C++ library on it. > Here is description for future version: > > "FLTK 2.0 will utilize many more C++ features including exceptions, > namespaces, and templates. The use of exceptions and templates will > be optional. In addition, FLTK 2.0 will provide enhanced device, > rendering, and style interfaces to support more platforms, printing, > and application "skins". " That sounds nice, but I'm concerned with more fundamental architectural problems. If templates are optional, for example, then smart pointers can't be deeply ingrained in the library. I can't imagine writing such a system reliably and scalably without smart pointers at the core. -- Dave Abrahams Boost Consulting www.boost-consulting.com _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/listinfo.cgi/boost