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Introducing Live for RubyMotion

irrationalfab.github.com

11–13 of 13 posts

Re: Introducing Live for RubyMotion

#11
post #4

We had something similar quite a while ago at Naughty Dog, when working on the Jak and Daxter PS2 games. Our development environment was Emacs, and as well as having a REPL console in one of the buffers, you could position your cursor inside any function/method, hit CTRL/T, and have just that function compiled and updated on the target hardware, on the fly, with no restart required. Iterative programming is especiall…

Was this using GOAL? http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp

Re: Introducing Live for RubyMotion

#12
post #11
post #4

We had something similar quite a while ago at Naughty Dog, when working on the Jak and Daxter PS2 games. Our development environment was Emacs, and as well as having a REPL console in one of the buffers, you could position your cursor inside any function/method, hit CTRL/T, and have just that function compiled and updated on the target hardware, on the fly, with no restart required. Iterative programming is especiall…

Was this using GOAL? http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp

Yep. GOAL was built from the ground up to support hot relinking, as well as a number of other nice features. Very cool for the time.

Re: Introducing Live for RubyMotion

#13
post #10
post #7

The build, check, tweak, rebuild is certainly the most time consuming part of any iOS development. This is a really great enhancement.

If you use unit tests and Interface Builder, that time should largely disappear.

It doesn't if you use alot of custom views and animations.
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