I did not use TV directly but I loved the design so I used basic ideas for my own DOS UI library for Turbo Pascal. It was completely graphical and implemented using built in assembly. In order to save RAM my Window manager would save invisible regions to disk.
it is still very well usable - i used TV 2.0 year ago to do some prototype. i wanted (and mostly succeeded) to create turbovision front end for LLDB debugger... you know, that would behave like Borland's Turbo Debugger.
few quick notes:
- blimey it was like it where i left it 199x :) you can even compile/run code from 1993 without major issues.
- there's even a better internal TV editor based on scintilla, so with syntax highlighting and such. although i was trying to mod it without success, i'll have to ask author for help, probably.
- there's no documentation (in the sense of common wisdom), so you can't ask stack overflow or AI. you have to do it like in old days: learn from examples (that have bugs in them ;) and read those few books on turbo vision again and again.
- manual 'layouting' is kinda annoying, some auto layout like qt would be handy
- i miss splitters, but that should not be hard to implement
- tbh i am kinda surprised how small and compact TV really is. it felt ginormous in the 90ies :)
overall - the author did very good job modernizing the library and i love it.
> there's no documentation (in the sense of common wisdom), so you can't ask stack overflow or AI. you have to do it like in old days: learn from examples (that have bugs in them ;) and read those few books on turbo vision again and again.
Not sure what you mean here. Turbo Vision came with extensive high quality documentation. If anything such documentation is what's lacking nowadays.
i mean:
for example you have a problem 'how do i create scrollbars two squares wide' (not a real problem, can't think of something now)
if you work with qt for example so these days you ask google/stackoverflow/qtforum and you have multitude of responses if it's a common problem and sometimes you have whole solutions ready to copy&paste.
when you work with TV and ask google - you usually get... not much. so you have to take the longer route: study the doc/books (you mentioned), study the code, examples... or be friend with the author of this library or those two or three people who actively use this library these days ;)
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edit: btw those books (there's a c++ one as well) you mention are good, but, sadly, no book is detailed enough when you have very specific problem :)
First time I saw it was in the original Unreal game (1998) when using the software renderer. It had this very distinct asymmetric dithering pattern.
Can't find a screenshot of it on short order, seems most screenshots are either of unrelated newer Unreal Engine or use hardware rendering which doesn't show this dithering.
hehe working with this TV library scratches my nostalgia itch :D
it probably saved me from futile efforts like writing apps for GEOS or joining the one person Hurd team.
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