I am having thoughts that I wonder if others may agree with. What if with the use of this tool on most linux newbie systems, the background processes of clamav scanning causes slowdown on their computers causing doubt in their try of Linux?
At first it looked to me like someone tried to make Windows Security Center in Linux.
But this might be usefull actually. I've actually been looking for an antivirus with a graphical interface on linux since Eset dropped support for their linux version of NOD32.
"ClamAV is a free and open-source antivirus software and a cross-platform antivirus toolkit. Its primary purpose is to detect various kinds of malicious software, i.e. viruses, worms, trojans, rootkits, and many other forms of possible threats to your system."
As ClamAV only offers a command line interface to its features, I elected to make a pretty UI to give less technical end users an easy way to manage this antivirus backend.
I am not too sure about Godot UI tools in relation to python GTK UI tools.
Godot may provide an easier environment to create software applications. I hope we see more of this use! I also hope there are no issues with security or concerns I should be aware of.
When I searched for Windows Defender, that was the first image I saw 😅
I will probably do a makeover someday as I wrote the code in a way that makes UI changes easy.
There's a lot of naysayers, who insist that game engines like Godot shouldn't be used for drawing application UI as they tend to defender the entire application every frame, rather than just the parts that get dirty. They're not wrong in that it's not the most efficient way to do it, but it still works and is fit for purpose in a lot of cases. I put together a Godot based android app in about a week with very little Godot UI experience. That to me is far more important than absolute efficiency.
Actually it appears this has been addressed:
The last important thing you need to know is that you'll want to turn on Low Processor Mode in the project settings. This makes it so that the screen only refreshes if something changes, as opposed to the default behavior where it would refresh every frame (which is typical for games).
It really doesn’t scale up. On a 144hz monitor, having 20 applications open like that. It’s a lot of rendering for literally no purpose. A traditional toolkit may render zero things for long periods of time.
You are absolutely right, I did just discover that Godot 4.2+ supports a new mode called "low processor mode" that prevents redrawing unless something changes. I've edited my original comment to mention it. I have tried it out yet myself. That at least would prevend a very heavy amount of redrawing across 20+ apps as from your example.
Neat! I wish there was more documentation and comparisons using that. I’d expect more mature UI focused solutions still are significantly more efficient.
Oh they would for sure. Having worked with a few of them they are really aggressive about what will render and when. Usually, only the control that changes is rerendered. With Godot even in low process mode Id imagine it is going to rerender the entire application window when anything changes. I'd have to do some tests. I know from research before there are other optimisations you can make in code to low memory and processor usage.
It does, as is typical of all game engines but there is now a new mode you can enable called "low processor mode" to prevent redrawing unless something changes. I've edited my original comment to mention it.
Not necessarily, as pointed out in another comment, if you had 5, 10 or even more apps open at once, and ALL of them were redrawing entirely every frame there might be some significant impact. In the naive case where you're build a small app to do one thing, Godot works great as is, once you understand this limitation. I also just learned of a new feature "low processor mode that explicitly prevents full redrawing unless something changes, Ive edited my original comment to mention it.
I don't think its that unlikely, depending on the workflow. For example when I'm working on a game in Godot I have Godot itself, aseprite for texture editing, trenchbroom for level editing, audacity for sound editing, a 3d modeling tool, a code editor, messaging app, music player, that's 8 already and not counting the browser!
Yeah but except the 3D modeling & Godot the rest isn't using a quarter of half of 10% of the VRAM or the GPU (probably way less).
I mean I had 3dStudio, Photoshop & the multiplayer 3D game + server I was working on open without a hassle (plus browser, audacity, ...) on a standard E8400 Core in 2010.
A full HD screen is like 2M pixels, you can write that 100 times at 60hz with a 6600GT.
It's just a non issue, or I'm missing something here.
I think you might think I'm arguing against Godot for app UI. I'm not in fact I'm totally in favour of it! What I'm originally saying is that people who are against it, argue it'd because its inefficient compared to regular UI toolkits. To deny that would be a lie, because yes, it is. But that doesn't mean you don't use it. You just understand the trade offs your making, and you try to minimise those tradeoffs with optimisations. If every app ignored optimisations for efficiency, wed be in a much worse situation. All those apps run smoothly in tandem because devs have made the optimisations. Its good practice to try and do the samez if you use Godot for app UI.
I do not find it very useful to myself as we all know that "common sense is the best antivirus", but I was a bit upset how run down the front end applications for it have been.
Personally, I prefer flatpak but that's mainly because I have no idea how to use Godot and it feels a bit like overkill installing a game engine to compile an executable.
That's in no way a dig at what you've achieved, it's very valuable work and I realise it's still at an early stage.
Do not worry! There is no need to install the game engine at all or compile your own binary. I just write that on the release description because it's bad practice to run random files from the internet with escalated privileges.
If it were to be distributed, all one would need is to install and open.
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