“This is a hard problem” seems to be quite a common fallback in commercial software development. To be fair, there will be decades of baggage in this codebase making change harder, but it isn’t offered as explanation in this thread.https://github.com/microsoft/terminal/issues/10362 …
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I expect that this stems from the ridiculous levels of compensation in the US. “I am paid a fuckton of money” -> “I must be special” + “I can’t solve this problem” -> “this must be a hard problem”
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Replying to @richardstartin
I tend to believe them. I expect it is very hard and the submitter is just underestimating the difficulty. Of course, the challenge may not be in the high-level concepts...
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Replying to @lemire @richardstartin
I think
@cmuratori and the MS folks were talking somewhat at crossed purposes. He’s right, rendering glyphs in a regular grid should be easy and fast. That isn’t what they’re doing, though (and they’re including complicated things like OpenType processing in “rendering”).1 reply 0 retweets 0 likes -
The issue, of course, is that if you’re using a high level text API to do the rendering, it’ll do all those things for you, but for it to work you have to break things up into runs with the same glyph attributes. That creates lots of per-run overhead.
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So they are paying a cost for abstraction… correct?
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There are a number of slow parts, but the abstraction is not really the problem insomuch as how they use it. The grid rendering method we demonstrated also uses a text composition API to generate complex tiles, but you cache it so it doesn't keep costing time.
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Replying to @cmuratori @lemire and
It is also worth noting that Windows Terminal doesn't handle many Unicode operations properly (difficult composable characters, RTL, etc.), whereas we are aiming to ensure that is supported as well, so this is not a case of us ducking the problem definition.
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Replying to @cmuratori @lemire and
what can be difficult to convey, is that a regular grid data structure is virtuous even when not required to meet a performance requirement. recording, playback, history, windowing...
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I agree. Grids or even just fixed chunks of any kind. Most architectures improve, sometimes dramatically, when you regularize some or all of their constituent elements.
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Replying to @cmuratori @bmcnett and
Simple arrays are still underrated unfortunately. I see a lot of well trained coders jumping to trees whenever they can instead of when it is the most efficient solution.
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Replying to @stephc_int13 @cmuratori and
I blame computer science education.
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