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Why browsers are bloated

Name: Anonymous 2014-07-27 0:20

https://github.com/WebKit/webkit/blob/master/Source/WebCore/platform/Scrollbar.cpp
https://github.com/WebKit/webkit/blob/master/Source/WebCore/platform/win/ScrollbarThemeWin.cpp
Let's reinvent the fucking scrollbar, which every goddamn platform with a UI already has, and make it behave subtly different from the native one!

Right-click a native scrollbar in some other app:
- Scroll Here
- Top
- Bottom
- Page Up
- Page Down
- Scroll Up
- Scroll Down

Right-click a scrollbar in Chrome:
- Back
- Forward
- Reload
- Save As...
...

Right-click a scrollbar in Firefox and Opera:
Absolutely fucking nothing happens!

What the fuck!? How did these terminally retarded idiots get involved in creating one of the most important pieces of software to the average user?

Name: Cudder !MhMRSATORI 2014-11-17 21:49

>>280
Programmers don't give a shit about "bytes", "bits", "cycles" or any of that sewer infrastructure that has the honor of running programs.
Those are not true programmers, they're the head-in-the-sky academics who are so far from knowing what reality is that all they can do is come up with more resource-wasting "solutions" to non-problems.

Because wasting time on floor-scrubbery means having less time to actually write useful programs.
Say that when you figure out how much time you're wasting just waiting for your ultra-bloated system to do the stuff you want to do... now multiply that by everyone else using the same softare... because the id10ts who wrote the software you use followed the same entitled "my time is so precious I'd rather waste YOUR time and money" mentality... fucking retard.

>>281
Ancient but simple and works. I don't need 3D capability anyway. Maybe D3D or OpenGL could be faster, but I don't care because I don't think it's needed and it's quite a step up in complexity. I just want to see the faces on those mainstream browser developers when a pure and simple GDI-based solution blows away their bloated renderer that needs a several-times-faster GPU...)

For example, compare how to do something that should be simple in OpenGL, like rendering some vector graphics, and you find http://gamedev.stackexchange.com/questions/48034/how-do-i-render-a-filled-and-stroked-path-using-opengl which basically says "it's too hard", and the ONE function that GDI can do it with: http://msdn.microsoft.com/en-us/library/windows/desktop/dd145123(v=vs.85).aspx

As for porting, not so concerned - libXt/Xaw or whatever it's called on *nix should provide equivalent functionality on any system with X11. I don't care how hard it is to port because chances are if I want it to be efficient on a specific platform I'm going to have to use platform-specific things and end up rewriting a lot of the code to take advantage of that. Look at something like Dillo for example - I haven't tested it much on *nix, but on Windows it's far more bloated because it has to drag along its own *nix GUI libraries and doesn't even feel like a native application. Forget about making a lowest-common-denominator monstrosity that performs half-decently on a ton of platforms, concentrate on one platform first and others afterward.

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