Path: utzoo!mnetor!uunet!lll-winken!lll-tis!ames!pasteur!ucbvax!CORY.BERKELEY.EDU!dillon From: dillon@CORY.BERKELEY.EDU (Matt Dillon) Newsgroups: comp.sys.amiga.tech Subject: Re: RESOURCES (as in disk-resources) Message-ID: <8805110732.AA28501@cory.Berkeley.EDU> Date: 11 May 88 07:32:32 GMT Sender: daemon@ucbvax.BERKELEY.EDU Lines: 28 :OK, here we go again. There's all this really neat talk about another tool :that could be of use to every Amiga programmer. The question is this time, :will it be a library? So far, I've seen two libraries come down the pike. Definately.... my resource project will be a run-time library. :>parts: :> (1) structure defs :> (2) dictionary of resource names :> (3) Data pertaining to the resources :> :> A structure is made of other structures. : :It sounds to me like (3) is made up of some tree-like structure reflecting the :nested data bits inside one another. Couldn't the mechanism for overlay trees :be used to reflect this? Then you could use the existing DOS hooks to get your :data in. Not possible. A 'standard' resource file might have, say, 50 resources in it. EACH resource might contain many sub structures. For instance, one has 50 small bitmaps and each bitmap will be made up of a BitMap structure (the root) and plane data (children). What a forest! The space overhead for having DOS resolve all of that would be incredible. Also, the overlay mechanism is meant for CODE ONLY, not data. And, to top it all off, most overlay handlers cannot handle more than a restricted number of overlay nodes (20 is usually the number). -Matt