Re: XCode 4 - Thank You!!
Re: XCode 4 - Thank You!!
- Subject: Re: XCode 4 - Thank You!!
- From: Chris Cleeland <email@hidden>
- Date: Tue, 29 Mar 2011 15:56:09 -0500
On Tue, Mar 29, 2011 at 3:12 PM, Paul Franz <email@hidden> wrote:
>> Since there are two quite distinct developer camps, Xcode should have two modes: one which imposes a workflow, and one which doesn't. Everyone is served, and the problem is solved.
>>
>
> Isn't that called an editor? Because all IDE's are designed to create
> a structured environment usually using projects. I have been
> programming since the days of DOS, when use used a secondary monitor
> to run the debugged. Heck, that was my first job was working DOS
> product which later got ported to Windows.
>
> If you want an integrated debugger/editor and compiler (without being
> tied to the concept of a project) then you will need to create your
> own. Though, I have heard Emacs is pretty good at doing this.
No, it's not. An editor just modifies files and writes them out.
Nothing more, nothing less. Some editors add more flair (e.g.,
syntax-based colorization, ability to invoke commands outside the
editor, etc.), but at their core they are still an editor.
Emacs actually can be a integrated development environment (IDE) if
you equip it as such. It can also be an editor. But it doesn't
impose any sort of structure on project layout in the filesystem, it
doesn't require that you use a particular way of building, it doesn't
restrict you to some number of "products" or "targets", etc.
And, in previous OS X and (OS X-like, i.e., NeXTStep) development
environments, there weren't nearly as many impositions made upon
developers.
To the poster who wondered in what way Xcode imposes a workflow, try
grabbing any piece of GNU software source tarball, untar it, and set
it up to build in Xcode (3 or 4). GNU software has a particular
workflow:
1. configure
2. make depend
3. make
If you want to cross-compile, you invoke "configure" differently.
In any case, try using Xcode to build it. Then try using Xcode to
debug the binary. Then try using Xcode to develop and contribute to
such a project.
I can think of many other examples, but that's just the easiest to start with.
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