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Re:A first look at Unreal Engine 5 by Jetrel on Wednesday May 13, 2020 @03:05PM (#23170488)
To invoke the old "rule 5" of explaining things:

Until surprisingly recently, there was no built-in way to make a rectangular element on a webpage have rounded corners. People had to use all sorts of dirty hacks to make a final product that "looked like" it was a native, built-in feature. Usually in the old days it basically amounted to various forms of "putting a picture of a rounded corner" (often a gif) in each of the corners of the element you were putting on the page.

There were a lot of different ways to do that, but one of them was to use "tables" - tables these days are usually only used for what their genuine, semantic intent is: for drawing a literally spreadsheet-like table of data. But back in the earliest days of the web, they were the only controllable way to visually lay things out on any kind of grid, so despite the fact that they were "supposed" to have nothing to do with visual layout, they'd get used all the time for that - often getting used to do visual borders and stuff.

So to do rounded corners, you'd basically make a table that was a 3x3 grid. In the corner elements of the grid, you'd have tiny pictures of rounded corners; in the side elements of the grid you'd basically have nothing (they'd be really skinny elements, either very wide or tall). Then the middle element in the grid would be gigantic, and would hold your actual content.

Re:A first look at Unreal Engine 5 by sirmarksalot on Wednesday May 13, 2020 @05:30PM (#23172062)
I was about to weigh in on how 9-slicing is absolutely a valid strategy for UI components, and give you an example from my professional work, only to realize that I can't think of a single example that wasn't, "hack around some library that doesn't have border-radius".

I'll be glad for the day when 9-slice is a truly obscure technique.

Re:A first look at Unreal Engine 5 by artsyca on Wednesday May 13, 2020 @06:12PM (#23172421)
Nine slice put a lot of food on the table but I started to question my purpose in life

Border-image came and changed the game in the early 2010's... Doing exactly that in essence

Re:A first look at Unreal Engine 5 by floatboth on Thursday May 14, 2020 @02:06PM (#23183124)
I haven't seen it on the web for literally a decade, but I think… Android might use it still?
Re:A first look at Unreal Engine 5 by CydeWeys on Wednesday May 13, 2020 @03:55PM (#23171069)
And for an authentic contemporaneous example of this technique, here's my website that I designed in 2002 when I was in high school: http://cydeweys.com/archive/

You won't know it from looking at it because you'll only see the rendered static HTML, but that entire site was actually written in C++. Using the AP C++ libraries (yes, that AP).

Re:A first look at Unreal Engine 5 by artsyca on Wednesday May 13, 2020 @06:13PM (#23172432)
Shouts to Udephus!
Re:A first look at Unreal Engine 5 by runawaybottle on Wednesday May 13, 2020 @04:04PM (#23171194)
Let’s also add the infamous sliding door div structure to making expandable dynamic height divs.
Re:A first look at Unreal Engine 5 by artsyca on Wednesday May 13, 2020 @06:15PM (#23172459)
How about that layout with columns and a sticky footer --
Re:A first look at Unreal Engine 5 by artsyca on Wednesday May 13, 2020 @10:08PM (#23174417)
What's rule 5?