There was a similar discussion on the coreaudio-api list a year ago,
it ended like this with an answer from one of the CoreAudio engineers:

From: William Stewart <bi...@apple.com>

I don't want a full-blown discussion here, but from everything we've
seen (including the guts of obj_message send) ObjC is completely
inappropriate for time-constrained, hard deadline driven programming.
The addition of garbage collection makes this more so.

Bill

///////////


On Feb 28, 2010, at 11:39 PM, Eagle Offshore wrote:

There is no good reason not to have the base classes for AudioUnit be in Objective-C rather
than C++ other than the personal biases of certain CoreAudio team members.

That's kind of insulting to those team members. The real reason is that most of the existing audio apps that needed to adopt these APIs were (are?) written in Carbon, not Cocoa. There was no way that Apple was going to tell developers like Bias, EMagic, Ableton and Propellerheads back in 2000 that they had to rewrite their apps - or even just their audio engines - from scratch in "some weirdo language".

Certainly nowadays (ten years later!) it would make more sense to have the media stuff in Objective-C. And I'm sure Apple's aware of that. They've chosen to start with QuickTime, and over the last few OS releases have modernized large swathes of it. Hopefully they'll work on the CoreAudio APIs next.

IMHO the worst problem with CoreAudio isn't what language it's in, but that the APIs don't form a coherent framework, rather a patchwork of complex procedural interfaces plus a pile of undocumented, mostly-unsupported and poorly-structured wrapper classes. Languages aren't a big deal - you should already be trying to learn a new language every year just to keep your mind flexible :)

-Jens


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