[Cuis] differences between Cuis and Squeak and Pharo
Davide Della Casa
davidedc at gmail.com
Fri Oct 3 13:51:46 CDT 2014
Hi Hari,
Thanks for the praise yes I'm working on Zombie Kernel. Cuis is most definitely a guideline for when I have questions about how the "proper" mechanism for things should be - the code is more compact so it's easier to inspect. I've done so for general architecture and for layouts so far. Will take a closer look into the new Morphic 3 soon and see what are the implications for a port to a browser environment (performance model etc).
Also Zombie Kernel used "Morphic.js" by Jens Moenig as trampoline, important credit to give there.
You are the second person to suggest a mix of Morphic and Amber on the web and yes it could be done, I don't see why not.
Zombie Kernel will definitely support "bi-language" because it's coded in coffeescript, so the "pairing" of sources to javascript is definitely in roadmap. So Amber smalltalk could fit into that, once pairing of languages is supported I think that more languages could come into the picture. I appreciate smalltalk but coffeescript suits my needs just fine, and I commit to a good implementation of Morphic on the web (e.g. with automated end-to-end tests with perceptual diffing I just finished making), that's a lot of work on its own, so I have no plans for Amber myself, but it could be a very fun path to pursue.
Davide
Pardon any typos, sent from my mobile.
> On Oct 3, 2014, at 4:58 AM, Hari Balaraman <hbalaraman at gmail.com> wrote:
>
> Hi Davide,
>
> Are you the author of zombie kernel? If so, kudos.
>
> It looks super fantabulous. And I see Monsieur Vuletich’s efforts have been an inspiration (if you aren’t … whatever …. take a bow anyway on behalf of the author.)
>
> (I am exploring ways to take my crappy little app in morphic to the web and am looking at amber and app servers and the rest of the worldwide interweb to find a way to stay in smalltalk and morphic.)
>
> How different is your approach from Amber? Will you be going down that road?
>
> Regards,
>
> Hari
>
> twitter: @balarapolis
> e-mail: hari at startuplegals.ca
> phone: +1 647 719 5350
>
>> On Aug 20, 2014, at 10:15 AM, Davide Della Casa <davidedc at gmail.com> wrote:
>>
>> Hi,
>>
>> I’m working my way through Cuis code…
>>
>> I start to see some patterns emerging, and it’s clear that design philosophy is minimal and "clean".
>>
>> I’ve read the discussions around the class count being kept to a minimum compared to Squeak and Pharo, and the Morphic 3.0 approach being about "multi-scale" and best-of-class anti-aliasing solutions, and the philosophy of keeping the core to a minimum.
>>
>> I’m wondering whether there is a more detailed summary of what has been taken out and refactored and re-architected in respect to Squeak and Pharo?
>>
>> And I mention this because it’s the kind of thing that is difficult to do for a newbie like me, cause one would need to have some in-depth knowledge of Squeak and Pharo and Cuis, and yet it would be really cool to have this map and go “ah I see, this is available just like in the Squeak examples I’ve seen but I need to plug it from a package in because the core can do without it…, and look this part is so much cleaner with two classes I can do what I needed to do with five”. Also this could be a really useful map for people who would like to know how to migrate code/packages from one system to Cuis, so it would be useful well beyond newbies actually…
>>
>> This is what I know so far in terms of comparisons by reading online:
>> - core class count (much lower than other two systems, core kept to a minimum)
>> - morphic 3.0 is scale-agnostic
>> - rotation of morphs in Cuis is not part of core (is it part of another package?)
>> - line morphs in Cuis are plug-in
>> - layouts in Cuis are minimal (can’t make comparison here, don’t know enough about the other systems but I know that Squeak needs a number of other classes)
>> - list of main Cuis packages and repos
>>
>> I wonder whether there are more deltas that can be highlighted… some come to mind but ideally one would want to have a larger list… for example I’d love to know:
>> - approach to naming, are there major classes/methods that are the same but follow a different naming convention?
>> - are all the main morphs still there in the same hierarchy structure? What are the differences?
>> - is the event system and the re-paint code similar?
>> - traits being used or encouraged?
>> - text/fonts, are those the same approach?
>> - main tools in the vanilla environment: different/same?
>> - menus structuring: different/how?
>> - other parts that have been taken out completely or put in a package?
>>
>> Cheers,
>> Davide
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>
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