Except you don't *need* Obj-C to code on Mac. The regular C code for X11 works, too. Granted, using Apple's X implementation isn't very optimal, but it does work. Sticking with C allows all those developers to code "for Mac" as
well, with no Obj-C knowledge needed.

You can run X11 app on Windows as well, as there're several X11 servers. But none would appreciate that ;) And none would say you don't have to use WinAPI to program Windows. Btw. note that X11 on Mac is optional (even it is free, you need to install it youself), doesn't run all the time, and X11 apps do not have their own icons and do not resemble native Mac applications at all.

Has Apple ever commented on making C, or even C++, bindings? Maybe some enterprising coder could make something. Personally, it'd seem more beneficial to provide C bindings, instead of forcing app developers to use a specific
language or to go through a sub-optimal X implementation.

Already mentioned here, there's Carbon which is pure-C API for Mac. But IMHO this won't make things easier, since it is legacy compatibility library, since you need to know its API to use it anyway, and it is far less popular that Cocoa, so has less developers. Finally there's no 64-bit Carbon and it can be taken out from futures OSX releases.

I can see real paradox here. Being against using Objective-C is supposed to bring wider support to the code (right?), but implies requirement of using either Carbon or Mac OpenGL + Core libraries, which are far LESS popular, have far LESS active programmers and LESS tutorials and books than Cocoa and Objective-C.

So forcing C for Mac support, you drastically limit possible developers that could work on the code :>

Regards,
--
Adam



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