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@@ -9,133 +9,73 @@
@@ -157,5 +97,13 @@ I will Explain the main points:
- IOs does NOT simply support the shared object sub lib, this force ewol to be BSD, and depend on some sub-library with small license restriction.
- Android have a JAVA main, then the application main will not be used with this platform
- Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
- Only one graphyc framework is availlable on all platform. This is OpenGL
- Main interesting point is packaging of the application data:
- Linux store it in /usr/share/applName/*
- MacOs store it in applName.app/subFolder/*
- Android store it in the .pkg that is a renamed .zip that the name is dynamic
- Windows (TODO : Never done a pakage)
This will generate a complex result of data access...
- Sub lib Change on all the platform, the I will use the idea of Apple, that incluse in a package all needed libs. This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem, is not really a problem.
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