Path: utzoo!attcan!uunet!jarthur!usc!apple!vsi1!zorch!ditka!nfsun!eklektik!danbabcock From: danbabcock@eklektik.UUCP (/dev/ph1) Newsgroups: comp.sys.amiga.tech Subject: Amiga editor programming advice Message-ID: <1519@eklektik.UUCP> Date: 5 Apr 90 22:16:04 GMT Reply-To: danbabcock@eklektik.UUCP (/dev/ph1) Organization: Computers, Gerbils, and Games in the Basement, Pgh, PA Lines: 31 Dan Barrett wrote (heavily edited): > I am porting an editor to the Amiga... > Should I use the console device...what kind of window, etc.? > Any tips? Thanks! If you want a slow, frustrating editor - like most editors on the Amiga - then open a window and do your IO via the console device. If, however, you want an editor that will make people shout "WOW!", here's what to do: Open a custom, one-bitplane screen. Do not use the operating system for text output. Do not use the blitter. Instead, write a very efficient character output routine (in machine code, naturally) that performs eight moves per character. For scrolling, use the copper, not the blitter or the CPU. By making clever use of the copper, it's possible to scroll very efficiently. If you follow the spirit of these suggestions, you will end up with the absolute fastest possible editor on the Amiga, guaranteed - and that will please your users (and yourself, and me!) much more than a raft of obscure features. I have a few user interface suggestions too: utilitize the numeric keypad as in the IBM-style arrangement of Home, PgUp, PgDown, etc. And it would be EXTREMELY nice if the Help key actually brought help, and the Escape key actually escaped! One last suggestion: do not implement infinitely long lines; instead, simply wrap at 80 columns (at least when the user is entering text). -- Dan Babcock