I am however aware there is similar projects to it already existing... but there is a definite
quirk to polymorph in that each "JIT" translation when cached would actually allow three
primary features...
1: *multiple*reversible* translation... pre-parsed or JIT cache based, even Interpretive,
I may as well blog about the way I intend to actually implement code for Perception and Polymorph,
I don't really expect anyone to follow any of this...but here goes...
Perception IME will have either a docky or commodity with a core library,
While I am saving up and getting money together to actually buy an NG PPC Amiga system,
I thought I may as well share my thoughts on what I have in mind for these two projects
That way I can possibly get some feedback on the ideas presented before I get harassed about any possible design bugs...
A lot of software makes use of menu's. Menu's are a means for the user to perform certain actions with the application. Often even the simplest applications have a menu built in, beit small, beit extensive and all variations in between.
In part one we took a look at the new "popup" menu feature of window.class and what the default options are and how to use them. In part two, we shall discuss how the application programmer can add items to the popup menu, and be notified when the user has selected one of these custom options.
In readiness for the next AmigaOS4 SDK, we are going to take a look at the new popup menu feature of the BOOPSI window.class, and how it can be used, and expanded upon, by the programmer.
1. Introduction
The complexity of the user interface of a program can increase along with the features of the program itself, and finding a healthy balance of usability and functionality is sometimes more difficult than you might think.
At the time of writing I've finalized a long overdue general system cleanup. To my pleasure I found it still booting properly, so it MUST somehow commenced as desired.