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Mercury: A Messaging Framework for Modular UI Components

机译:水星:模块化UI组件的消息传递框架

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In recent years, the entity-component-system pattern has become a fundamental feature of the software architectures of game-development environments such as Unity and Unreal, which are used extensively in developing 3D user interfaces. In these systems, UI components typically respond to events, requiring programmers to write application-specific callback functions. In some cases, components are organized in a hierarchy that is used to propagate events among vertically connected components. When components need to communicate horizontally, programmers must connect those components manually and register/unregister events as needed. Moreover, events and callback signatures may be incompatible, making modular UIs cumbersome to build and share within or across applications. To address these problems, we introduce a messaging framework, Mercury, to facilitate communication among components. We provide an overview of Mercury, outline its underlying protocol and how it propagates messages to responders using relay nodes, describe a reference implementation in Unity, and present example systems built using Mercury to explain its advantages.
机译:近年来,实体 - 组件系统模式已成为游戏开发环境的软件架构的基本特征,例如Unity和Unreal,它在开发3D用户界面中广泛使用。在这些系统中,UI组件通常响应事件,要求程序员编写特定于应用程序的回调函数。在某些情况下,组件在用于在垂直连接的组件之间传播事件的层次结构中组织。当组件需要水平通信时,程序员必须手动连接这些组件并根据需要注册/取消注册事件。此外,事件和回调签名可能是不兼容的,使模块化UI令人笨重地构建和分享应用程序。为了解决这些问题,我们介绍了一个消息传递框架,汞,促进组件之间的沟通。我们提供汞的概述,概述其潜在协议以及使用中继节点将消息传播到响应者,描述了统一的参考实现,并使用汞构建的现有示例系统来解释其优势。

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