Concepts
Concepts
The core ideas behind uncurses live here, one per page. Each page stands on its own and links to related concepts, so you can start with the terminal itself or jump straight to whatever you need.
TTYs, PTYs, cooked versus raw, and where uncurses plugs in.
The atomic slot: content, style, and how many columns it fills.
An off-screen grid of cells you paint before anything is shown.
Why one character is not always one column, and why it matters.
Color depths and how uncurses downsamples to the terminal.
The shared traits that let you draw once and reuse the code.
Turning the raw input stream into typed key, mouse, and terminal reply events.
The facade that unites drawing, input, the terminal, and the renderer.