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Sure and ImGUIs are extremely unpleasant to use in power/resource constrained environments.

You should look at GTK+, motif, or TCL/Tk. They're very straightforward and don't turn people's devices into hand warmers.



GTK in resource constrained environment? Uh...

Motif, along with X11 is just completely obsolete platform. (btw, this is what UHH thinks about it: "What Motif does is make Unix slow. Real slow.")

There's some weird GPU hate in this thread that I don't quite understand. Try to render dragging content of 1080p window at 60fps on cheap mobile ARM core, and you will likely blow your whole time budget just on filling the window with solid color...


Like on the PinePhone, using sxmo? Works great.

Ditching the _enormous_ Android stack is an easy win.


That was Brillo's main goal, except when it came to production it got rebooted as Android Things and now is dead.


Is this because they tend to heat up when you use a GL context? And the UI toolkits composite to the screen less often?

I'm not a mobile developer so this is all new to me. Thanks for the info.




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