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Member Since 13 Aug 2006
Offline Last Active Sep 23 2016 04:31 PM

Posts I've Made

In Topic: Why do most people recommend Python

23 September 2016 - 07:48 AM

Although I have only played with swift, it looks quite pleasant to use. However as a developer it is always required that you look outside the language to see what libraries are available, what platforms it can be used for and what is the future feasibility of it. I can try to answer these:


1) It only really has libraries available to it on Apple's Cocoa platform. I.e otherwise you are going to be spending most of your time writing binding layers for every platform you use it on. For example bindings would need to be written for it to use OpenGL or SDL on the Linux platform.


2) It is cross platform because it uses LLVM as its underlying technology but there is very little support on non Apple platforms. IBM was looking at getting it running on some of its enterprise operating systems but lets be honest, we wont be writing games to target them ;)


3) Lifespan... Nothing from Apple really has the best lifespan but it does look like they are committed to Swift. That said they are not going to be rewriting the OS to use Swift rather than Objective-C so you might want to stick with the latter instead. (You can also use SDL and OpenGL directly from Objective-C on non-Apple platforms ;)).


So sometimes it isn't about how easy the language is. It is about how useful the technology (and legacy) behind the language is. Otherwise, lets be honest, C would not be second from the top on the IEEE and TIOBE language stats ;).





To be honest Swift is no longer an Apple only technology.  It has been open sourced and as well as the IBM sandbox there are a few others.  There are also two other non LLVM compilers that support swift including ones for .NET, JVM and Dalvik.

There are also several Swift website frameworks already in development or already in use targeting both client and backend development.

However another reason why I dislike Swift is that because of the its dumb name (there were already a few IT technologies around called Swift before Apple used it) if you google any of these you get lots of unrelated content.

In Topic: Why do most people recommend Python

21 September 2016 - 04:14 AM

I am an iOS developer and I strongly recommend against using swift as a first language.   If you like the Swift syntax and want to play around with functional programming then choose Scala.   Swift is a language that I have to use because Apple forced it upon me.

My main gripe with Swift is that yes it does have some cool features but, in the real world it does not work the way apple tells us it does.  Yes if you demonstrate it in a Playground with some comp science 101 algorithm then it looks like it uses less code and looks pretty.  However when you actually use it in the real world with Apples libraries it ends up requiring a fuck ton of boiler plate code and looks ugly.  Something simple like downloading a json file from a remote server and storing it in a dictionary takes around 5 lines of code in Objective-C  doing it in Swift in a safe manner requires around 20 lines.
Also the language is continually changing and these changes keep breaking compilation.  Apple have said that from Swift 3 there will be no more breaking changes but, I really wouldn't trust them.

The reason people suggest Python is because it has so many uses and because it does have a huge community behind it.

Want to right your first 2D game?
Python can do it
Want to write a single page web app?
Want to right an extension Blender or Gimp?
Want to earn a 6 figure salary as a Quantitive Analyst?
Then you need to learn Python

In Topic: Is it inefficient to use Unity to turn 32kb of Javascript into a mobile app?...

24 August 2016 - 03:00 AM

I'm not sure that's so true these days - the DOM is pretty well standardised at the moment. http://youmightnotneedjquery.com/



The DOM is standardised but, few browsers follow the standard and the ones that do follow the standard have their own interpretation of it.  The link you provided only has 3 different versions of IE to show their examples and one or two of these may be enough to sway some people into using a library. Once you add Firefox, Chrome, Safari, Edge and Opera you start to get a whole slew of differences.  


The point of the link that developers should be aware of what JQuery is doing (A lot of them aren't) and not telling them that they don't need it.

In Topic: Is it inefficient to use Unity to turn 32kb of Javascript into a mobile app?...

23 August 2016 - 03:34 AM


They may not really need everything that std::string provides, but you may as well have it.


Hmm, its closer to pointing people towards Qt, just to use QString to concatinate two char* together ;)


But yes, I see your point but I still do see too many Javascript developers dragging in JQuery for very trivial things.



I see the opposite.  Most JavaScript developers I know treat JQuery as though it is part of JavaScript.  Some of the newer developers have never programmed JavaScript without it and most new introductory Javascript textbooks start with right from the beginning the main reason being that to access the DOM in a consistent way across multiple browsers requires a lot of boilerplate code.

In Topic: Would You Like Fires With That? (Business Logic)

17 August 2016 - 03:56 AM

To be honest the key to upsetting is making the customer buy the attachment as though its something they need or originally intended to buy but, forgot.  I have worked in fast food and also electrical retail and these establishments literally tried to brainwash us into thinking that we weren't offering fries with that to get a sale but because if we didn't the customer would not be getting what they expected.  With PCs the fries and a Coke were usually Anti - Virus software and a Warrentee.


Now with games I can see this working in a walk in games store like Game or Gamestop "Do you need an Xbox Gold card?", "Do you need a new play and charge kit?",  "Have you got a steering controller?".  These are things that could percievably be something that the customer would need or want to have with the game.


On the other hand if you are talking about a downloadable game from Steam it is difficult to see how you could upsell somebody into something and make them feel like they really need it.


Extra mods and levels?  Well no not really these strike me as something that on the high street would be given away free (Usually pre orders have this stuff bundled in) as part of a buy one get one free deal.  So if I am paying for your game then I am going to want this stuff for free.