News

Xmas Present for WalterCon 2006 Attendants

News posted by koki on Tue, 2006-12-19 02:03

At the WalterCon 2006 conference recently held in Orlando, we had planned a drawing with prizes from our sponsors. Unfortunately, due to an internal communication mishap, the drawing did not happen. But since we still want to show our gratitude to everyone who attended WalterCon, we have decided to give out one of the software packages donated by the event sponsors to each of the attendees, as a small token of appreciation. Consider this our Christmas present for those dedicated Haiku fans.

Attendees were given the chance to submit their top three choices, and each one was awarded a software package giving priority to those who registered for WalterCon earlier. The awarded software will be bundled in a limited edition WalterCon 2006 CD together with some video footage from the event, and will be sent directly to the winners.

We also take this opportunity to thank again the sponsors who supported WalterCon 2006, and hope that they will keep supporting Haiku in the future.

WalterCon 2006 Sponsors

  • Flojo Soft, creators of MyContacts and MyBudget
  • Funky Idea Software, creators of BePodder
  • TuneTracker Systems, creators of TunePrepper
  • Xentronix Software, creators of Refraction
  • YellowBites, creators of WonderBrush
  • ZeneBona, creators of ZeneBona
  • Haiku to Exhibit at SCaLE 5x Conference

    News posted by koki on Thu, 2006-12-14 19:36

    We are excited to announce that the Haiku Project is scheduled to exhibit at SCaLE 5x, the Fifth Annual Southern California Linux Expo, to be held at The Westin Los Angeles Airport hotel on the weekend of February 10 and 11, 2007. This is our debut at a major open source conference and represents an important first step towards becoming a widely recognized member of the global open source community.

    Specifics of the Haiku exhibit are still being discussed and will be announced at a later date. We wanted to inform the community as soon as possible, not only out of sheer excitement, but also in the hope that some of you may offer to help out, or even just drop by and support us, in order to make this a memorable event for Haiku.

    So if you are in the area or feel adventurous enough to drive or fly over for a weekend in LA, here is another opportunity to help the advancement of Haiku. If you are interested in taking part, please contact us so that we can discuss the areas where you can help out (select "Marketing" under category in the contact form).

    SCaLE is an open source event started in 2002 that gathers open source communities, academic institutions and commercial exhibitors such as IBM and Google. More than one thousand people attended SCaLE 4x early this year, and attendance is expected to grow in 2007. For more information, check out the SoCal Linux Expo website.

    SCaLE 5x at-a-glance

    Chinese Language Support for Haiku

    News posted by koki on Fri, 2006-12-08 19:12

    We are pleased to announce that Haiku has taken its first steps towards supporting the Chinese language. Developer Anthony Lee has graciously donated to Haiku the code of BeCJK, an input server add-on based input method which will allow Haiku users to enter text in the Chinese language.

    We have now set out to find a good set of Chinese fonts that could be used in Haiku, and Anthony is giving us some advise on that front too. As a result of these efforts, we expect Haiku to be able to input and display Chinese text sometime in the future.

    We want to thank Anthony Lee for his gracious code donation as well as for his knowledgeable advise. I take the opportunity to remind other regional community members that we are open to advise and recommendations on how to expand the internationalization capabilities of Haiku.

    Haiku Network Stack Takes First Baby Steps

    News posted by koki on Thu, 2006-12-07 01:32
    IRC client Vision running on HaikuIRC client Vision running on Haiku

    Thanks to the dedicated work of lead developer Axel Dörfler, the Haiku network stack has started taking its first baby steps. After this commit, Axel himself and several others have reported successfully running the Vision IRC client in Haiku. Setting up the network requires editing a couple of configuration files, but it should be fairly straighforward for those brave enought to give it a try; Axel explains how to do it here.

    Great work Axel!

    Flash Support Coming to Haiku

    News posted by koki on Tue, 2006-11-28 03:01
    While this is not part of the core Haiku development, we still feel it is important for our platform and our Haiku fans to report this news. We are excited to tell you that Haiku developer Michael Lotz is porting the open source Flash player Gnash to Haiku. This port is based on the latest Gnash 0.7.2 release, and uses the AGG rendering backend (which Haiku uses for its graphics system), and a native GUI. Michael has also developed a Firefox plugin based on his SVG plugin for BeOS. Read all the details and check out the screenshots at iscomputeron.com.

    Icon Facts

    News posted by stippi on Mon, 2006-11-06 22:19

    With this article, I want to introduce you to some interesting facts about the new Icon format that Haiku is using. At first sight, they are just scalable vector icons, and Haiku is not the only operating system to have them. But the interesting bits are in the implementation details which should make Haiku stand out from the rest.

    The first unique feature is that Haiku uses a special vector storage format, that has been specifically designed to store icons; we call it the Haiku Vector Icon Format, or HVIF for short. Haiku is not using the SVG format. Support for that is available through SVG import and export features in the Haiku icon editor "Icon-O-Matic". HVIF saves so much space, that icons are typically even smaller than the BeOS bitmap icons, which use 1280 bytes. The average Haiku vector icon uses about 500-700 bytes, with some icons slightly over 1000 bytes and some even below 250 bytes. This means that an icon stored as an attribute of a file will fit in the so-called small data region, which resides within the inode of the file. When Tracker reads information about a file to display it, its name, size, date and also the icon are all read within a single disk operation, when the files inode is fetched. Obviously, this is very beneficial for speed, since the hard disk remains one of the slowest components of a computer. The only performance hit is rendering the icons, which is fast compared to the disk operation. If Haiku were to use SVG icons, we would need at least one extra seek after fetching the inode (as the icon is too big to fit in there), and this would have a severe impact in performance. To put the size of the Haiku icons into perspective, Windows Vista icons can use around 80Kb, as they use PNG images to store an icon at different sizes. SVG icons in ZETA can be stored compressed, and use 2-10 KB.

    Another unique feature of the new icon format is that rendering is done in a single pass, touching each pixel only once. Typically, vector shapes are rendered in multiple passes, on top of each other if they overlap. With the Haiku icons, the geometrical information of every shape is collected all at once, solving the problem of visible seams between shapes that can often be observed with traditional multi-pass rendering. This comes through new features in the Anti-Grain Geometry rendering library that Haiku uses already for its on-screen drawing. The way it is done in AGG is also more efficient than multi-pass rendering.

    Most of the vector icon code sits in a static library called libicon that is linked into libbe. As of yet, the classes it contains are not intended for widespread usage, as the implementation might still change and improve. But there is a new class available called BIconUtils, similar to BTranslationUtils. The purpose of this class is to give unified access to icons, and for loading them into BBitmaps. It handles old BeOS icons and the new vector icons transparently. BNode, BNodeInfo, BAppFileInfo and BMimeType have all been adjusted to load and save icons through the BIconUtils class. There was a lot of code duplication before that too. The vector icons are loaded through the same API that was available before. For example BNodeInfo::GetIcon(BBitmap* bitmap, icon_size size). The size argument is unfortunately a bit redundant, since the bitmap, which the caller must preallocate, provides a size anyways. In BeOS, the bitmap size must match the icon_size given. In Haiku, which icon an application gets, is determined by the colorspace of the provided bitmap. If it is B_RGBA32 (in which case the bitmap may be of any size with the icon_size argument being ignored), the vector icon is preferred. If the bitmap is B_CMAP8, the old BeOS icon is preferred. If only one type of icon is available from a file, it will be put into the provided bitmap with the necessary conversion. Unfortunately, BeOS will return just a white bitmap if you pass a B_RGBA32 bitmap to the icon loading functions - without returning an error. This means you need to take a bit of extra effort to write applications that use truecolor vector icons when running on Haiku and BeOS icons otherwise. If BeOS returned an error, you could have simply tried to pass a 32 bit bitmap first, and if that fails try again with 8 bit. Bummer.

    Best rated Stippi icon set by Stephan AssmusBest rated Stippi icon set by Stephan AssmusMost applications in the Haiku tree already support the new vector icons. But Tracker and Deskbar have not received any special icon code. They have just been adopted to use B_RGBA32 bitmaps instead of B_CMAP8 bitmaps, and most problems have been fixed related to drawing icons with alpha blending. Where Tracker reads icons from its own resources, it has been adopted to prefer flat vector icon data which it passes through BIconUtils. Other than that, Tracker and Deskbar use the normal system API available to any other application. So in that sense, the vector icons are completely integrated with the system and thoroughly implemented in all API classes dealing with icons.

    As of yet, the work on HVIF is not 100% complete yet. There are a few bugs to iron out, and support has yet to be added to device drivers which return icons. The biggest chunk of work is designing all the other icons in the system. An icon design guide is also currently in the works, which will explain the artistic rules of Haiku icons. Another document will explain how to use Icon-O-Matic, which is at the moment in quite a rough state. Hopefully, both document will encourage other artists to help us complete the Haiku icon set.

    Icon Contest: And the Best Rated Icon Set Award goes to...

    News posted by koki on Fri, 2006-11-03 07:33
    Stippi's Icon SetStippi's Icon Set

    The community has spoken, and as project leader Michael Phipps recently announced at WalterCon 2006, we have a winner for the Best Rated Icon Set Award: the honor goes to Stephan Assmus, for his Stippi icon set. Stippi came in first place with the highest average rating, closely followed in second place by the Honey, Zumi and Mc Clintock icon sets.

    With the results of the open rating in hand, there is now work left towards creating the final icon guidelines. We want to remind everyone that the rating was carried out as a means to give the community a chance to make their voice heard, and while you can expect to see a heavy influence from the best rated Stippi icon set, chances are that the final icon set to be used as the default in Haiku will also see an influence from the other submitted icon sets as well.

    The overall quality of the submitted icon sets was superb. The valuable contributions from the talented authors of these icon sets will help make a great UI for Haiku, and for that we are endlessly grateful.

    On a related note, we are also pleased to announce that Stephan has also implemented support for vector icons in OpenTracker, and his work is expected to be committed to the Haiku repository in the near future. Thanks for your great work Stephan!

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