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We are Microsoft employees :-)


Yes. Please make C#->WASM robust and production capable.

Now please. Now now now!


I meant Microsoft as in throwing the full weight of Visual studio integration and tooling!


Why are there currently 2 projects aiming to run C# code in WebAssembly? I mean this one and coreRT?


Lots of people out there use mono, and if they want to run in the browser, it wouldn't hurt for mono to have webassembly support would it? :)


This can be possible through the new static library creation support that also landed in today's update: https://groups.google.com/d/topic/rubymotion/2P0WGJTpF10/dis...

Minor tweaks will probably be required.


Very cool, I might give it a few days to see if someone writes an article so I'm not totally on the bleeding edge, but otherwise I'll give it a look myself. Thanks Laurant, I've been working with your code since my Brainjuice days with Blogo glad to see ruby + osx continuing.


Well, there are folks who don't find Xcode or Objective-C beautiful and prefer using the command-line. A lot of folks, actually. :)


Well - try developing a pixel perfect app on command line and see! And by the way Objective-C is the fastest growing language out there.


In my experience, the text-editor/command-line path is the only way to be truly "pixel perfect". Visual tools can get you most of the way there, but it seems you always inevitably have to touch the drawing code if you want true accuracy.

Oh, and as for Objective-C being a fast growing language? The rise of Objective-C is directly tied to the rise of the iOS platform. If iOS had been written in any other language, Objective-C would still be a mostly forgotten language today.


You can still use XCode's interface builder and use Storyboards and XIBs with RubyMotion. It's not as nicely coupled as it is with Objective-C, but again, RubyMotion is in its infancy and evolving rapidly.


I did. And by the way; irrelevant.


Yes, you can vendor pure C libraries and use their APIs in a RubyMotion project (assuming the C interface is simple enough). Here is an example that uses the OpenGL C APIs: https://github.com/HipByte/RubyMotionSamples/tree/master/Hel...


Well, MacRuby is a language on top of Objective-C. You can use Cocoa with it, but you should be able to use the Chameleon framework too, assuming it is GC-friendly (otherwise, adding GC support shouldn't be hard). His points don't make much sense to me.


MacRuby was version 0.1 about 3 years ago. A lot happened since, and we expect the next release to be our 1.0 RC. For Cocoa development, it's very stable, we haven't received any critical bug report since at least 3 releases.


Ah. I read 0.10 and thought 0.1. It's a logical mistake to make since 0.1 is a number and is the same as 0.10, I know a lot of other people count releases the same way, but skipping 0.10 might be a bit helpful, or keeping to a strict 0-9 policy. I saw Linus got tired of the 2.6.39 counting and just skipped ahead to 3.0.


Hmm, is that really a problem? https://github.com/macruby/macruby is working as expected. I assume you would just type the camel case name once, when cloning the repository.


it's a problem on the filesystem.


  git clone git://github.com/MacRuby/MacRuby.git macruby


The default deployment settings will indeed generate a pretty big application, but it is possible to trim out unnecessary stuff (such as the standard library or extensions). Also, we are hopefully dropping i386 support in 0.10, therefore the MacRuby binaries will be 2 times smaller.


From one presumably in the know, that would lend (to a suspicious individual like myself) credence to the theory that.. a future version of the OS will definitely be 64-bit by default. 2 times smaller? I wish I had the math chops to compute/debate that, but it seems like an even more substantial gain than dropping PPC code in SnowLeo did(plus binary/compression optimizations).

A bright future, thanks for all your dedication and hard work!


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