Earlier quoted context omitted.
C++ isn't a pure win. It's far more complex, and leaky abstraction wise than Objective C is. MOST people write mac and iOS apps in Objective C, and it works well, is predictable. It's also far easier to find people who do Obj-C well than C++ (in the mac environment, but this holds for all systems I've ever seen as well).
The worst thing about C++ for UI work is that it offers essentially no introspection and is a nightmare for tools authors. It's good for writing high-performance application kernels but for everyday UI building it's just overly complex and awkward.
Why I Develop For The Mac
151–160 of 184 posts
Re: Why I Develop For The Mac
#152Earlier quoted context omitted.
Correct but if your not on the app store, who will know about your app.
I seem to remember people were selling software for the Mac before the app store came along.
Re: Why I Develop For The Mac
#153With each web project I take part on, I feel more and more in sync with what the author states. The proper way is to have desktop applications that take proper advantage of the hardware and operating system integration and use the network for communication. Leave the browser for the documents. No need for browser compatibility headaches or JavaScript/CSS/HTML hacks. Just use your favourite programming language and ta…
Re: Why I Develop For The Mac
#154Earlier quoted context omitted.
You seem to have missed the whole "Features" section. Here's a list of what he said he gains "for free" by developing for Mac (of course, other environments might have similar stuff, but not exactly like OS X's): Undo/Redo with Core Data, PDF export (and "import" into current documents), Multi-touch zoom.
That's not even 10% of the article.
Re: Why I Develop For The Mac
#155Re: Why I Develop For The Mac
#156> So I'm left with , and is slow. I consider this a bit of a frustrating pseudo-myth. It's true canvas is slow compared to lots of native drawing, but its usually presented as a false equivalency issue. Canvas didn't set out to replace native drawing of hand-crafted OpenCL. It's an alternative to cross-platform graphics on the web, where you get Canvas or you get Flash (Or SVG or hobbling together colored DOM element…
Yes, SVG is the perfect tool for this, and I bet there is no visualization library remotely as awesome as D3 for the desktop: https://github.com/mbostock/d3/wiki/Gallery
Re: Why I Develop For The Mac
#157Objective C? What for, when there is C++.
C++ isn't a pure win. It's far more complex, and leaky abstraction wise than Objective C is. MOST people write mac and iOS apps in Objective C, and it works well, is predictable. It's also far easier to find people who do Obj-C well than C++ (in the mac environment, but this holds for all systems I've ever seen as well).
In Obj-C it's not unusual to have to mix in C. And sometimes the code I write is quite fragile due to the type system and not having some features available.
Re: Why I Develop For The Mac
#158Earlier quoted context omitted.
C++ isn't a pure win. It's far more complex, and leaky abstraction wise than Objective C is. MOST people write mac and iOS apps in Objective C, and it works well, is predictable. It's also far easier to find people who do Obj-C well than C++ (in the mac environment, but this holds for all systems I've ever seen as well).
The worst thing about C++ for UI work is that it offers essentially no introspection and is a nightmare for tools authors. It's good for writing high-performance application kernels but for everyday UI building it's just overly complex and awkward.
Any programming language will be awful for UIs, be it C++, Obj-C, Python or C#.
Re: Why I Develop For The Mac
#159Earlier quoted context omitted.
This made me scratch my head. Desktop apps have been accommodating multiple screen and window sizes since before the Internet existed. Do you think we hard-code a separate layout for every window size? I don't know if responsive design is "hard" or not, but I observe that on the web, fixed widths are still incredibly common, and even major sites break easily. I visit Google, and if my window size is not at least one…
> This made me scratch my head. Desktop apps have been accommodating multiple screen and window sizes since before the Internet existed. Do you think we hard-code a separate layout for every window size? I think the problem is the youth of today doesn't know anything other than web development, so they are full of false assumptions.
Re: Why I Develop For The Mac
#160> So I'm left with , and is slow. I consider this a bit of a frustrating pseudo-myth. It's true canvas is slow compared to lots of native drawing, but its usually presented as a false equivalency issue. Canvas didn't set out to replace native drawing of hand-crafted OpenCL. It's an alternative to cross-platform graphics on the web, where you get Canvas or you get Flash (Or SVG or hobbling together colored DOM element…
COBBLING together