Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!cornell!uw-beaver!uw-june!roper From: roper@june.cs.washington.edu (Michael Roper) Newsgroups: comp.windows.ms Subject: Re: Debugging Windows Message-ID: <8850@june.cs.washington.edu> Date: 30 Jul 89 00:52:50 GMT References: <30097@ucbvax.BERKELEY.EDU> <106580054@hpcvlx.HP.COM> <3239@rtech.rtech.com> Organization: U of Washington, Computer Science, Seattle Lines: 34 [I asked for an example of why one would be forced to write code that was video device-specific.] Mark Hanner writes: > Certainly once you get [the mapping modes] set up and parameterize > all your code, you have a nice virtual device interface, but its > more code you have to write where bugs can develop. > It is also all too easy to hack in hard codings that work fine on > a 640x450 but produce unpredictable results on 800x600 and forget > about them. This again, is a different issue. The point here seems to be that writing parameterized code is harder than writing single-case code or that writing poor code is easier than writing good code. Obviously, you'll not find many that disagree. However, your original assertion was that one was -forced- to write different code for different displays. I still haven't seen an example of this. Which is not to say there aren't some, there are. But I don't believe it is a damning problem (and will be improved in 3.0). The gist I get from your remarks is that Windows is a complex platform for which it is hard to write and debug applications. No question about it, it's true. But when you say that you can't write a Windows application to run on any system that Windows runs on, without writing a lot of device- and machine-dependent code, I disagree. Note that I am not saying that the platform does not have bugs which may occasionally require a work-around. But it hardly seems reasonable, for example, to claim that Windows is not machine-independent because someone wrote a Windows driver with a bug. Michael Roper hDC Computer Corp.