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RE: NeXTstep -- err, Mac OS X.



Well, we just started porting our app here at work to Carbon. It's around
700,000 lines of code. It's a graphical drawing app and based on my
experiences doing other carbon work I don't see any huge hurdles (*) ahead.
There are three of us carbonizing (and modernizing!) and I'll be surprised
if it takes more than three to four months.

We have almost 25 CDEFs, one custom WDEF, two custom LDEFs, we use the ATM
backdoor APIs to convert text to paths, we parse all the FOND resouces to
build our own (filtered) font list and wysiwyg menu and so on. Other than
replacing the ATM APIs, I'm not all that concerned. It helps that I've
carbonized many small apps and one medium sized (~100K LOC) app already and
have lots of core "helper" type of functions and classes already written.

(Our app predates the Appearance manager by a few years so it'll be nice to
just dump a lot of our custom widgets in favor of the OS, though we'll
probably rewrite our edit text control as a new, modern control because it's
a very powerful and flexible control with filters, etc.)

We also are going OS X only and mach-o so that in itself is a big burden
removed.

Bryan
> ----------
> From: Robert Burns
> Sent: Friday, May 30, 2003 1:40 PM
> To: James Chandler Jr
> Cc: email@hidden
> Subject: Re: NeXTstep -- err, Mac OS X.
>
> > But converting to Objective C is simply "out of the question".
> >
> > "Merely" Carbonizing the app is driving me crazy. The Carbonizing step
> > has become a career in itself (GRIN). Perhaps some day I will actually
> > get to write new features, rather than just making the old features
> > work in OSX.
>
> Yeah, I never tried porting a serious application to OS X; but from
> what I understand, it's really not as easy to do as Apple would like
> you to think. Look at what M$ did with Office - they decided to start
> all over again with Carbon from scratch. I think all developers will
> end up doing this at some point.
>
> > There wouldn't be sufficient resources to maintain parallel PC and Mac
> > versions in different languages. Might as well put a gun to our heads,
> > go fully self-destructive, code MS C# on PC, Obj C on Mac (GRIN).
>
> LOL. Why not just use C/C++ for the cross-platform stuff? I'm
> working
> on an open-source project, and we are sharing a LOT of source code
> across 3 different platforms (Mac OS X, Windoze, and soon Linux/BSD).
> The shared code is all written in C++/STL/OpenGL (it's a 3D chess
> game). We are using Cocoa for the Mac OS X GUI, the Win32 API for
> Windoze, and probably gtkmm for Linux. It's really not that bad. Works
> rather well, actually.
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