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I'm pretty sure that there is enough incompatible design between the platforms to make a cross-platform UI using native widgets infeasible. Between Windows, ma
by prewett 7y ago
I'm pretty sure that there is enough incompatible design between the platforms to make a cross-platform UI using native widgets infeasible. Between Windows, macOS, and X Windows, I'll guess that one of them picks a different meaning of (x,y)--is it the center of the pixel or the upper left? I'm guessing that Cocoa/UIKit's constraints are incompatible with Android's gravity, and what do you do on Windows, which has nothing at all (at least for Win32). Do you re-implement Apple's constraints for Android? Vice-versa? What do you do if you have limited space and you can't fit Windows' large edit boxes but macOS's svelte edit boxes fit snugly? Windows' control expand into their frame, but macOS's controls frequently have padding, which means that for Windows you need to add padding between the controls, but on macOS you put the controls next to each other and the internal padding does it all for you. And for some platforms, it's not even clear what the native widgets are: is Win32, WinForms, WPF, or UWP the native widget set for Windows? Is Gtk or Qt/KDE the native widget set for Linux?
> but really, what’s more important, code aesthetics or usability?
Well, if you want software developers to write using it, code aesthetics is pretty important. Code aesthetics is usability to software developers. End-user usability does tend to trump code aesthetics if you want to get money out of the software you write, but even then, code aesthetics is still a consideration.