> And I think that's an important point. We're not deciding here which > library developers must use. We're simply debating the pros and cons > of individual libraries. Eventually, the conclusions we reach may > affect which libraries get included in various distributions, but > we're not doing anything that prevents a team from using any GUI > library they want. Yes, I agree that there's always the next library out there that will look better, and so forth. I don't know if this approach would make it, you have a set of graphics primitives defined and then anyone who wants to hook in the right system would just write code against the primitives. Actually I don't like this myself, as it will just confuse everyone. So maybe best to have specific bindings for each toolkit and let people choose, i.e. Fox bindings for the Fox kit. Now, if you want to go with a Java-Swing implementation, where most of the graphics in Swing is Java code, and some parts are optimized, that's another story. Then you need to write Ruby code, and have selected bottlenecks for the actual drawing. This is how for example the original Macintosh drawing system operated, it had selected bottlenecks for optimization and such. We used Newton for a lot of drawing with the exception of the low level bottlenecks (used a portable QuickDraw kit), so an interpreted language works quite well with drawing purposes. It's fun to speculate, but if you do this (native Ruby drawing environment), do it better than the rest, include animation and vector graphics support from day one (style Flash of SVG). That way you have a good reason for using the graphics system. If I would make a new drawing kit from scratch I would really go with a vector graphics format and animation, gives you enough flexibility for a long time. --Kent