Re: Using libart_lgpl directly
- From: Lyndon Drake <lyndon stat auckland ac nz>
- To: Havoc Pennington <hp Mcs Net>
- Cc: raph gimp org, Gnome List <gnome-list gnome org>
- Subject: Re: Using libart_lgpl directly
- Date: Wed, 3 Feb 1999 10:13:32 +1300
What is the advantage of writing a custom canvas item, instead of a
GtkDrawingArea like widget? The direct to rgb buffer stuff seems to
duplicate the functionality in gdk, and I believe it's possible to
place arbitrary widgets on the canvas anyway? It just seems to me
that what I want to do is quite different to what the canvas is
for, even though it will use the same library for graphics
primitives (libart).
I may have completely the wrong idea, so feel free to correct me.
BTW, I noticed that the source is marked as C++ (thought I didn't
notice any major C++isms). I am restricted to C in my project, so
it would be cool to have a C widget.
Anyway, it would probably be a good idea to work together on this.
Thanks,
Lyndon
On Mon, Feb 01, 1999 at 06:17:29PM -0600, Havoc Pennington wrote:
>
> I'm playing with this for Guppi. The reason it's using all that memory is
> that you're using too many canvas objects (one for each point?) - either
> that or you have a memory leak.
It's just the number of canvas objects. It would appear that they use
about 600 bytes per object.
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