[Bf-committers] First pure Cocoa version ! [Fwd: Re: Finally did it]

William Reynish billrey at me.com
Wed Oct 7 14:40:33 CEST 2009


Hi  Marco,

My impression is that there isn't really much disagreement about all  
this.

The main priority so far has been to get things working, providing a  
path for Blender on a Mac that allows for 64 bit and other advantages  
of Cocoa. This is great, considering that the Mac version of Blender  
hasn't received much attention for years, and has many annoyances.

Blender/GHOST and Cocoa have been viewed as rather incompatible  
entities, so it's quite refreshing to see it working. In fact it  
already seems nicer than the old Carbon implementation in many ways.

Your plan to recode GHOST is a more long term plan, and though it  
sounds nice in some ways, I think it's reasonable to first get things  
working first.

A couple of questions:

Apart from avoiding Objective C++ and other code niceties, are there  
any user level advantages to recoding GHOST for the Mac?
What problems do you think are better solved this way?

I hope you don't leave Cocoa/Blender development. Perhaps we can  
outline a longer term plan so we avoid confusion and conflicts like  
this.

Cheers,

-William



On 7 Oct, 2009, at 1:48 PM, johnmadstone at yahoo.it wrote:

> Hello all,
>
> I decided to forward to the mailing list my last email to Damien (the
> lead maintainer of the current Mac Cocoa port) to make everybody aware
> of the reasons of my complain about the Cocoa port organization.
>
> First of all, I have to say that, even if it is clear that I do not  
> like
> GHOST, the point of the discussion is not if GHOST is good or bad.
>
> In fact, the common decision, influenced by the main Blender Team
> wishes, were to keep GHOST also for Mac.
> The idea was to keep the GHOST C++ interface, and to provide the  
> classes
> for Cocoa specific implementation as it was done for Carbon.
>
> Such classes are not Objective-C classes but C++ classes, compiled  
> with
> the Objective-C++ compiler: *.mm files to allow the call of  
> Objective-C
> methods and the use of Objective-C classes inside C++ code (or vice  
> versa).
>
> Though, I think that Ton and others are already aware of what is done.
>
> The problem is that I am unable to work easily if the goal is: "Do  
> it as
> faster as possible!".
> Reasons are explained in the email to Damien. My goal is: "Do it as
> better as possible!".
>
>
> Best regards
>
> Marco Frisan, Triest
>
>
> -------- Original Message --------
>
> Hello Damien,
>
> in my opinion this is not the way to approach, organize, plan and work
> to a software project. Especially if it is an Open Source project
> maintained by people that have also other duties: a life, for example,
> or a job.
>
> I think that the 30 hours, that I spent trying to draft a plan, are a
> waste of time, if, after all, we just write code without any common  
> path
> to follow, and while there is not a single page of complete
> documentation (not just some hints) about the planned architecture or
> about the changes we already did.
>
> Every time you apply a change, I have to read GHOST code and  
> understand
> what were your intentions, since I still have just a partial vision of
> GHOST it self.
>
> Now, you did also the changes to GHOST_WindowCocoa (while I was doing
> mine). It seem that you are in a hurry to complete this port as soon  
> as
> possible. I was waiting a Cocoa port from years; I don't understand  
> why
> you cannot wait some days or weeks.
> Instead of doing my task, you could have spent your time trying to
> document (in depth) your changes.
>
> I am considering if it would be better to leave the project. If yes, I
> will probably implement my own Blender Mac Fork, with extreme changes.
> At least my time would be wasted for a reason and an approach that I  
> like.
>
> I will confirm my decision, as soon as possible... though, if you feel
> you need to go on and cannot wait, simply, go on as you did before.
>
>
> Marco Frisan, Triest
>
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