JohnSwenson wrote: 
> At least in the beginning we will probably still be using LMS, so the
> existing plugin interface will most likely be used for the server side.
> But on the player side it does not look like we will be using
> SqueezePlay which had the "applet" infrstructure. Some simple aspects of
> player to server communication for things like IR blaster was embedded
> in slimproto, but I don't think we need to stick with that if we don't
> want to. A lot of work was done with JSON outside of slimproto.
> 
> Another issue is how such expansion code will be implemented on the
> player. In SqueezePlay it was one big monolithic program with a Lua
> interpreter that handled all the applets, personally I think that is the
> wrong way to go for this. We have a fairly powerful hardware platform
> with a fair amount of memory, I think we can get away with multiple
> cooperating programs, I don't think it has to be one monolithic thing. 
> 
> Having expansion code written in an interpretive language (such as lua)
> has some big advantages, which still probably exist for this project,
> but I don't think it has to be one interpreter instance. I don't see why
> we couldn't have several lua interpreters running at the same time, each
> one running a particular add-on.

Why NOT use SqueezePlay? What's the disadvantage?


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