 So I'm Andre and I was working on adding tile rendering support for Falcon Impress this year. So for those of you who don't know what tile rendering is, this side has been shown many times before probably in the past. You basically draw parts of the document or these tiles, assemble them and that can then be rendered on screen images. Used mainly for mobile applications where you need to be able to zoom and pan around smoothly because the roughness won't be able to keep up with doing that manually. It's also potentially useful for external applications so we do already have a GTK plus widget which could potentially be used by other applications. The main, or there has been interest expressed by non-documents so far who want to use this and hopefully we'll be able to use it at some point. The problem is that our widget at the moment just paints one huge tile which isn't extremely useful and is quite slow so but the idea is that people can use this and we can then fix the back end implementation so it's actually usable without being quite ugly. So tile rendering itself is used for various other applications probably the most known here is for Firefox on Android and we've actually reused some of their work for an Android here more which I'll speak about later and as far as I can tell it's probably used in various iOS applications or at least Apple provides a tile rendering implementation and we've got a demo app written by Tor which also uses tile rendering and as far as I can tell based on observing other applications I think sun browsers on a desktop will also use this so it looks like Chromium uses tile rendering. I haven't actually looked into the sources though so I can confirm that. So the first thing I started on was calc. It's not actually finished yet because it's fairly complicated to making it work. The primary issue is it has a various assumptions about how it draws the document so it assumes that you've got an on-screen window which starts basically aligns the cells to the top left and then it loses lots of precision because it scales cell sizes multiple times and by the time it gets on screen you've got errors of three to four percent and because we're drawing the document not as one whole but in very small parts we need the edges to match which wouldn't happen if we were to use calc like this so I've basically been working on rewriting all the scaling which makes things look nice in tile rendering but normal calc then becomes quite useless or you have various glitches when scrolling around or anything or zooming so most of that is now working again and but there are still a few small issues with that so at the moment I'm still on a branch with this work. The drawing layer which is sort of drawn on top of so calc has sort of the background is the cells and the contents which are drawn the drawing layer is a layer on top of that that was very simple to do it's basically the same as what I did in impress and draw so in impress and draw it's quite hard to find where you actually plug into it it has a very complicated design so after a few days I then realized how to use it and there was about five lines of code to make everything work and then draw is the same code also works for free and so this is a screenshot of the gkk tile viewer which was implemented at the start of the summer to allow testing of the working down because we don't actually have any other easy way to check that things work so the what we actually use tile rendering for so far is this android viewer so most of that is implemented by tomash who'll be talking about this tomorrow so that was initially implemented using writer for which tile rendering had already been implemented and once my impress and draw work was ready that was plugged in and worked I'm not quite sure how much work was needed on top of that but I think it was fairly usable the calc branch unfortunately doesn't work so I only built that over the weekend and it just shows a blank white screen so I'm working on debugging that at the moment and hopefully we'll have something usable in the future and that's everything