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DeanRoddey

Re:CIDLib: C++ Development Environment on Monday March 11, 2019 @05:02PM (#19362802)
It's designed to be portable. There needs to be well defined types that each per-platform driver can define such that they always are the same.

It would have been ugly and asymmetric to have some done that way and some not. So all fundamental types are defined as part of the library.

Re:CIDLib: C++ Development Environment on Monday March 11, 2019 @05:01PM (#19362784)
This is the kind of positive response that makes me glad I did this.

There's LOTS of descriptions out there of what ORBs are. I have a good video about how it works and what it does. I can't put ten books worth of explanation in a read me.

Re:CIDLib: C++ Development Environment on Monday March 11, 2019 @04:59PM (#19362768)
The ORB is incredibly powerful. There's good video on it on my Youtube channel that demonstrates what it can do.

And the related IDL compiler also allows for very powerful enumerations, far beyond what C++ itself offers.

One reason ORBs have never caught on in C++ is exactly because there's no comprehensive, monolithic framework. It only works really in those scenarios. When you have such a thing, then any class that supports the binary streaming mixing can be passed back and forth to remote ORB calls.

It's at the foundation of the CQC layer which has MANY complicated client/server interfaces. Without the ORB they would be a massive PITA. With it, they are quite manageable.

Re:CIDLib: C++ Development Environment on Monday March 11, 2019 @04:56PM (#19362744)
It's been changed. I'll look into some of the standard licenses soon when I have a chance. It's not even really important at moment, given that no one can even build it yet. I have to do some work to split my environmental setup stuff up because it's all currently up above the CIDLib/CQC layer. The CIDLib stuff needs to moved down into the repository visible directory.
Re:CIDLib: C++ Development Environment on Monday March 11, 2019 @04:55PM (#19362720)
That vector/matrix code is ancient and hasn't been used for a long time. There are obviously going to be some bits like that. I used to really be into fractals and ray tracing and those were just done to support that.

Since there is currently no 3D graphics in the system, there hasn't been any justification to really go back and make them better relative to a lot of other things that are more immediately needed.

Hopefully, if someone wanted to get involved and develop a graphics library they would start with those classes. Or just remove those altogether and make them part of such a new subsystem.