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Oh no, I can say that quite publicly. When I started on the team in 2015, that code was some nightmarish shit. It was hardly componentized, you'd have 70 differ
by zadjii 8y ago
Oh no, I can say that quite publicly. When I started on the team in 2015, that code was some nightmarish shit. It was hardly componentized, you'd have 70 different places in the code all calling out to GDI to do rendering at seemingly random points in the app's lifecycle. It was painful to get work done in the codebase.
After a LOT of refactoring it's finally in a state that's really quite managable, and much more modernized.
- slededit 8y agoI hope you updated all that to D2D. I was always deeply offended you forced office to move with Universal but had the gall to link GDI in and keep using it for your own stuff :).
- zadjii 8y agoThat part comes next ;) Getting all of the rendering calls isolated to one component was a pretty big task in itself, and just isolating and de-duplicating them improved our rendering perf by something like 30%
- westajay 8y agoYour efforts are noticeable and appreciated! It was always a mystery to me why the Windows console was stuck in time from the NT days, and your work sends a signal to all those doing sysadmin and programming work that Microsoft is supporting these use cases in Windows.
- gmueckl 8y agoOuch. This sounds terrible. I can see how refactoring a bowl of spaghetti like that took a lot of time. I respect you for sticking with it and not throwing in the towel.
- bitcrazed 8y agoRefactoring spaghetti would have been a breeze compared to the Console. What stands as a HUGE testament to the Console team's effort, however, is the fact that, while re-engineering what was truly a nightmare code-base, apart from a few newly-introduced bugs (most of which were caught before release), the rapidly improving Console didn't break any any existing command-line apps or users' workflows. The engineering team deserve a medal for pulling this off, quite frankly!