Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!think.com!snorkelwacker.mit.edu!hsdndev!cmcl2!uupsi!sugar!peter From: peter@Sugar.NeoSoft.com (Peter da Silva) Newsgroups: comp.sys.amiga.advocacy Subject: Re: De-macification of the Amiga (Re: The Amiga's Future) Message-ID: <1991Jul1.015433.28259@Sugar.NeoSoft.com> Date: 1 Jul 91 01:54:33 GMT References: <14300@pasteur.Berkeley.EDU> <1991Jun27.115950.24857@Sugar.NeoSoft.com> <14318@pasteur.Berkeley.EDU> Organization: Sugar Land Unix -- Houston, TX Lines: 32 In article <14318@pasteur.Berkeley.EDU> navas@cory.Berkeley.EDU writes: > Weeell. That's one opinion of course. For the beginner user (which neither of > us are) there really isn't enough visual clueing as to whether menus exist > or not. Witness, if you will, poor Joe user confused the first time he > fires up dpaint and hits his right mouse button. That's dPaint's problem. > Well, except that in the case of rendering them to the screen a layer needs > to be created. That's a given, and a good reason to keep the current menu implementation. > Bzzzt. :) What if the window isn't *wide* enough? You won't be able to read > the text. Who says the text of the menu is limited to the width of the window? It isn't on Microsoft Windows. > Also, there are some serious intuition-type conflicts that I'm not convinced > PopUpMenu has solved. Well, it hasn't triggered any of them for me yet. > The menu system on the Amiga sucks. I don't agree. It's no worse than on the Mac. The only think the Mac has over it is scrolling menus, and that's an implementation detail... can be fixed without changing the interface. -- Peter da Silva. `-_-' . 'U` "Have you hugged your wolf today?"