{"id":170233,"date":"2026-05-02T18:24:46","date_gmt":"2026-05-02T16:24:47","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/reliz-multimedijnoj-biblioteki-ldl-0-1-optimizirovannoj-dlya-malomoshhnyh-sistem"},"modified":"2026-05-02T18:24:46","modified_gmt":"2026-05-02T16:24:47","slug":"reliz-multimedijnoj-biblioteki-ldl-0-1-optimizirovannoj-dlya-malomoshhnyh-sistem","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/reliz-multimedijnoj-biblioteki-ldl-0-1-optimizirovannoj-dlya-malomoshhnyh-sistem","title":{"rendered":"\ud83e\udd47tev 2.11.0 | ProHoster","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A avut loc prima lansare public\u0103 a bibliotecii multimedia LDL (Little DirectMedia Layer), care permite crearea de aplica\u021bii grafice capabile s\u0103 func\u021bioneze at\u00e2t pe sisteme moderne, c\u00e2t \u0219i pe sisteme \u00eenvechite (Windows 95+, distribu\u021bii cu kernel Linux 2.0+, FreeBSD 3.0+). Ofer\u0103 o API simpl\u0103, multiplatform\u0103 pentru gestionarea ferestrelor \u0219i procesarea evenimentelor de la dispozitivele de intrare. Pentru redare poate fi folosit OpenGL 1.0-4.6. Codul este livrat sub licen\u021ba LGPL 3.0.      <\/p>\n<p>Aceast\u0103 lansare este notabil\u0103 prin trecerea de la utilizarea limbajului C++98 la limbajul ANSI C (C89) pentru a asigura portabilitate maxim\u0103 \u0219i compatibilitate cu compilatoare \u0219i platforme mai vechi, inclusiv DOS, Windows 95 \u0219i PlayStation 1. Proiectul va fi dezvoltat treptat: \u00een prima versiune sunt propuse func\u021bii pentru gestionarea ferestrelor, evenimentelor de intrare \u0219i graficii, dup\u0103 care va \u00eencepe dezvoltarea renderer-ului 2D, a instrumentelor pentru lucrul cu sunetul \u0219i fonturile, precum \u0219i a backend-urilor pentru a func\u021biona pe deasupra bibliotecilor SDL 1.2, SDL 2.x, SDL 3.x, SFML \u0219i GLFW. Utilizarea backend-urilor SDL, SFML \u0219i GLFW va permite compilarea aplica\u021biilor pentru platforme care nu sunt direct suportate \u00een LDL, f\u0103r\u0103 modificarea codului. De asemenea, planurile de viitor includ crearea unei API universale pentru lucrul cu sprite-uri \u0219i grafic\u0103 2D, care poate fi folosit\u0103 indiferent de backend-ul ales (OpenGL, Vulkan, redare software, biblioteci de tip SDL).                   <center><img decoding=\"async\" alt=\"\ud83e\udd47tev 2.11.0 | ProHoster\" src=\"\/wp-content\/uploads\/2026\/05\/af161d9657ca2ca4230d5e190fc019de.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=65347\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0421\u043e\u0441\u0442\u043e\u044f\u043b\u0441\u044f \u043f\u0435\u0440\u0432\u044b\u0439 \u043f\u0443\u0431\u043b\u0438\u0447\u043d\u044b\u0439 \u0440\u0435\u043b\u0438\u0437 \u043c\u0443\u043b\u044c\u0442\u0438\u043c\u0435\u0434\u0438\u0439\u043d\u043e\u0439 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 LDL (Little DirectMedia Layer), \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u044e\u0449\u0435\u0439 \u0441\u043e\u0437\u0434\u0430\u0432\u0430\u0442\u044c \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0435 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u044f, \u0441\u043f\u043e\u0441\u043e\u0431\u043d\u044b\u0435 \u0440\u0430\u0431\u043e\u0442\u0430\u0442\u044c \u043a\u0430\u043a \u043d\u0430 \u0441\u043e\u0432\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0445, \u0442\u0430\u043a \u0438 \u043d\u0430 \u0443\u0441\u0442\u0430\u0440\u0435\u0432\u0448\u0438\u0445 \u0441\u0438\u0441\u0442\u0435\u043c\u0430\u0445 (Windows 95+, \u0434\u0438\u0441\u0442\u0440\u0438\u0431\u0443\u0442\u0438\u0432\u044b \u0441 \u044f\u0434\u0440\u043e\u043c Linux 2.0+, FreeBSD 3.0+). \u041f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u043a\u0440\u043e\u0441\u0441\u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u0435\u043d\u043d\u044b\u0439 API \u0434\u043b\u044f \u0443\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u043e\u043a\u043d\u0430\u043c\u0438 \u0438 \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u0441\u043e\u0431\u044b\u0442\u0438\u0439 \u0441 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432 \u0432\u0432\u043e\u0434\u0430. \u0414\u043b\u044f \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 \u043c\u043e\u0436\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c\u0441\u044f OpenGL 1.0-4.6. \u041a\u043e\u0434 \u043f\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":8,"featured_media":170234,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-170233","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0421\u043e\u0441\u0442\u043e\u044f\u043b\u0441\u044f \u043f\u0435\u0440\u0432\u044b\u0439 \u043f\u0443\u0431\u043b\u0438\u0447\u043d\u044b\u0439 \u0440\u0435\u043b\u0438\u0437 \u043c\u0443\u043b\u044c\u0442\u0438\u043c\u0435\u0434\u0438\u0439\u043d\u043e\u0439 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 LDL (Little DirectMedia Layer), \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u044e\u0449\u0435\u0439 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