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SixtyFPS Becomes Slint

slint-ui.com

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Re: SixtyFPS Becomes Slint

#2
The requirements state "If you're using C++, a compiler that supports C++ 20" and All I'm thinkin' is it must be nice to be able to choose a modern compiler like that. Some of us are lucky to get C++14.

I'm not saying we should be stuck on old compilers forever, but in C++ land, especially when I have to integrate with other frameworks or game engines, the assumption that I can choose my compiler or will always be on latest kinda irks me. Even Qt has versions for the last few MSVC releases (though thankfully the ABI stopped changing every release after VS2015).

That being said, this still looks pretty new, and by the time it's a mature framework C++20 itself may be more available.

Re: SixtyFPS Becomes Slint

#3

The requirements state "If you're using C++, a compiler that supports C++ 20" and All I'm thinkin' is it must be nice to be able to choose a modern compiler like that. Some of us are lucky to get C++14. I'm not saying we should be stuck on old compilers forever, but in C++ land, especially when I have to integrate with other frameworks or game engines, the assumption that I can choose my compiler or will always be on…

No post body was provided.

Re: SixtyFPS Becomes Slint

#5
Hopefully this starts supporting accessibility tools before it gets too much traction and people start shipping inaccessible apps. The WebAssembley output demos on the homepage just render to a and are completely inaccessible with any of the usual tools (screen reader, keyboard-only, voice dictation etc) but there's a GitHub issue (https://github.com/slint-ui/slint/issues/32) so fingers crossed.

Re: SixtyFPS Becomes Slint

#6

The requirements state "If you're using C++, a compiler that supports C++ 20" and All I'm thinkin' is it must be nice to be able to choose a modern compiler like that. Some of us are lucky to get C++14. I'm not saying we should be stuck on old compilers forever, but in C++ land, especially when I have to integrate with other frameworks or game engines, the assumption that I can choose my compiler or will always be on…

I think that's a deliberate decision. They know that by the time it gains adoption even C++20 will be "old". By pinning the requirement high now, while there will mostly be early-adopters, startups, open source projects etc there's less of a cost.

Re: SixtyFPS Becomes Slint

#8

The requirements state "If you're using C++, a compiler that supports C++ 20" and All I'm thinkin' is it must be nice to be able to choose a modern compiler like that. Some of us are lucky to get C++14. I'm not saying we should be stuck on old compilers forever, but in C++ land, especially when I have to integrate with other frameworks or game engines, the assumption that I can choose my compiler or will always be on…

On the Rust side they require a compiler released 10 weeks ago, and it is actually reasonable, thanks to Rust's strong backwards compatibility and painless auto-update.

Re: SixtyFPS Becomes Slint

#9
post #8

The requirements state "If you're using C++, a compiler that supports C++ 20" and All I'm thinkin' is it must be nice to be able to choose a modern compiler like that. Some of us are lucky to get C++14. I'm not saying we should be stuck on old compilers forever, but in C++ land, especially when I have to integrate with other frameworks or game engines, the assumption that I can choose my compiler or will always be on…

On the Rust side they require a compiler released 10 weeks ago, and it is actually reasonable, thanks to Rust's strong backwards compatibility and painless auto-update.

Yeah the problem isn't nearly as pronounced for rust, since rustup exists and rust itself isn't really available on any platforms you can't just update the toolchain yourself.

C++ has a lot more tangled dependencies going on especially when you're stuck with a vendor's compiler.

Make no mistake: the problem here isn't necessarily technological.

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