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Re: Starting Cocoa apps from the command line
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Re: Starting Cocoa apps from the command line


  • Subject: Re: Starting Cocoa apps from the command line
  • From: "Shayne Wissler" <email@hidden>
  • Date: Thu, 11 Dec 2008 12:10:44 -0700

On Thu, Dec 11, 2008 at 12:03 PM, Sherm Pendley <email@hidden> wrote:
> On Dec 11, 2008, at 1:42 PM, Shayne Wissler wrote:
>
>> Just like an X application would work on Linux. I
>> don't want for it to be required to have a .app directory with plists
>> or nibs or anything other than just my binary.
>
> If you want something that looks and acts like an X11 app, why bother
> porting to Cocoa at all? Macs can run X11 apps quite well, and Xcode
> includes all of the headers and libraries required to build them.

1. Fullscreen mode for X is apparently broken on OSX.

2. I ran into apparent bugs in the OSX implementation of X when using
threads and OpenGL. I figured being on a more widely used platform
(Cocoa) would mean it was more stable/usable, so far that looks to be
true.

3. I didn't want an extra layer between me and the native OS, why have
the overhead of the X server if I don't need to?

4. My application might evolve to *support* behaving like a standard
Cocoa app without requiring it to, so Cocoa is a better foundation for
my OSX port.


Shayne Wissler
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References: 
 >Starting Cocoa apps from the command line (From: "Shayne Wissler" <email@hidden>)
 >Re: Starting Cocoa apps from the command line (From: "Shayne Wissler" <email@hidden>)
 >Re: Starting Cocoa apps from the command line (From: Bill Bumgarner <email@hidden>)
 >Re: Starting Cocoa apps from the command line (From: "Shayne Wissler" <email@hidden>)
 >Re: Starting Cocoa apps from the command line (From: Sherm Pendley <email@hidden>)

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