Re: Displaying an AudioUnitCarbonView in a Cocoa application?
Re: Displaying an AudioUnitCarbonView in a Cocoa application?
- Subject: Re: Displaying an AudioUnitCarbonView in a Cocoa application?
- From: Per Bull Holmen <email@hidden>
- Date: Fri, 11 Jun 2010 11:13:28 -0700 (PDT)
john smith wrote:
> My complains (which honestly I have a lot of ;-)) are mainly aimed
> towards Cocoa, due to the incredible amount of code I have to write to
> do what I used to do in a few lines, due to the slowness of the
> resulting plug-ins (compared to Carbon), and due to the lack of proper
> object oriented support (since I have to make my classes dynamically,
> it feels more like C than Obj-C in the end).
>
> > Is it because they don't want to learn Objective-C?
>
> It's not about learning, it's about cross-platform support. Since
> Obj-C is Apple only, I need to glue my code to C++. That's pretty
> annoying, to be honest.
>
/.../
> Well, I mean what I say. To have a chance of achieving the same
> graphics speed as I used to with Carbon, it appears I need to write my
> routines using OpenGL, which honestly, seems somewhat overkill for an
> audio plug-in.
I must admit that I didn't understand much of that, but then again I don't develop cross-platform, OR make audio plugins. Every time I have to do something in Carbon, I'm like OH NO - ALL that code just to do the simplest things... I'm in FSRef hell hehheheheeeh the problem I just posted on the list is one of many examples where the code gets longer in Carbon than Cocoa. I do mix c++ and objective-c a lot, and it works like a charm to me.
I don't understand how anything can become cross-platform through Carbon... the GUI API will be different on different platforms anyway, will it not? And all the models will be in c++ anyway, won't they?
Do you need a lot of rapid model<->GUI interactions since it goes so slow? Is it the graphics drawing operations of Cocoa that are slow?
Per
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