What would you like to see in DesktopX 3.x?
Next-Gen in dev
Next-Gen in dev


| flash enabled,so we can use swf files also. |
DesktopX can already use Flash files right now. There are Flash widgets available here on WinCustomize.
| If there's any way to make if less resource intensive I would use it. If you read reviews and comments on DX around the Net, most of them mention it being a resource hog. |
People say WindowBlinds is a resource hog even though that's obviously not true. In what way were you using DesktopX that made it feel like a resource hog? On its own, even DesktopX 2 uses relatively little memory, CPU, or other resources.
| Step-through script editors/wizards, .NET framework 2.0 beta support. Longhorn OS emulation possibilities. . . Most of all, 3-dimensionality support |
I don't think you'd like the .NET framework support as much as you might think. We seriously considered this because the long term plan is to have XAML be the underlying mark up language and see most widgets written in C# or VB.net. But that woudl require every user to download around 25 megs of libraries first (the .net libraries) which we don't think most people would put up with.
The scripting features are already pretty mature. I mean, it includes a built in editor with intellisense.
I'm not sure what Longhorn emulation woudl entail.
As for 3D capabilities, I'm not sure what you mean there either. Down the line, we do want to support .x (Direct3D's native model format) but that will have to wait until Avalon is available in the OS.
| Most of all: Give developers a possibility to change all the properties of an object by script, i.e. the URL in an url-object. |
This is what we're working for.
The goal in DesktopX 3.x is to allow people to do it all via script if they choose. Even object creation:
myObject = DesktopX.CreateObject("ObjectIDHere");
myObject.Class = "URL";
myObject.ShortCut = https://www.stardock.com;
Things of that nature is what we're hoping to do. How much will be in 3.0 we're not sure. Certainly for the most common types of uses we plan to make that all doable in script (object creation/deletion).
| be separation of objects and scripts. Basically, you make scripts and objects, then "assign" scripts to objects. |
| Another idea would be separation of objects and scripts. Basically, you make scripts and objects, then "assign" scripts to objects. That way. if you have 10 or even 100 objects using same script, good examples would be my apptlinearcalendear and Node Master. If the script has a bug and you just added it to 10 object, it's a long day of fixing all object's scripts. If you has just one script and assign it to all objects, you has only one script to fix. |
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