Hi Kilon, Hi Ralph,

I wish I could answer with concrete information.  But that's not what I
spend my time doing.  However, I need to correct the impression the
following answers give.  I think they're discouraging to say the least.

On Sat, May 10, 2014 at 2:03 PM, kilon alios <[email protected]> wrote:

> I am no Pharo expert but will try to answer with what I know
>
> 1) Pharo download is 16 mb compressed and 58 mb uncompressed.
>

and can be stripped.  It is easy to get a development environment into 16Mb
(e.g. Newspeak).  Applications can easily fit in 16Mb.  Applications don't
need to be deployed with sources or changes files.


> 2) Pharo is a standalone and as such it does not need installation.
> Everything you need is in a single folder contained in a single zip with a
> single download. I dont think you can get any easier than that. So its a
> single task.
>

But there are scripts to create platform-compatible installers on Mac OS
and Win32 if that's what you want.


> 3) There are people who run Pharo on iOS like DrGeo. But Pharo does not
> support those platforms and most likely you will experience few problems
> with it. So its some extra work but its doable. They do represent a larger
> market and a very important one I agree.
>

What does "not support" mean?  People have successfully deployed apps on
both iPhone and Android.  Pharo can not (easily) be developed on iPhone but
can be deployed there-on.  One can't develop iPhone apps on iPhone.  you
need a Mac for that.  Does that mean Apple don't support iPhone??


> 4) Again I dont know the issues on those platforms but bare in mid, Pharo
> is a dynamic language and dynamic language are definetly not a first choice
> for those platforms for game because they are slower than official
> supported languages. Those are in iOS ObjectiveC and on Android Java. All
> that assuming your game has some demanding graphics. For simple graphics
> with not much animation and such you should be ok.
>

I disagree with 4.  If graphics are done by external libraries (and note
that even BitBlt in Pharo/Squeak is not implemented in Squeak, but in C)
graphics can be as fast in Pharo as in anything else.


>
> Personally I think its not a good idea, because Pharo does not support
> those platforms well. I think that in that scenario there is a better
> alternative , that of Javascript + Pharo. Its possible to use JS as front
> end and Pharo as backend. If you dont want to code in Js there is Amber.
> Web apps are quite performant so you will be able to do some really
> impressive graphics with this recipe. You will be using also technologies
> that are well documented and well tested.
>

IMO this is a /really bad/ answer.  There are Pharo and Squeak apps
deployed on Android and iPhone.  The answer shouldn't be "this is a bad
idea", it should be "you can deploy natively like this..., or you can
deploy with a native UI and Smalltalk logic like this...".  But the answer
should never be "this is a bad idea".  Alas I don't spend my time deploying
apps so I don't know how to do it, only that people have (I have DrGeo on
my iPhone).  So can those that know please write an FAQ that answers
ralph's question?  I wish I could :-/



>
> Also there are like a ton of game libraries for JS out there. Which will
> lift the amount of work you will need to do for your game.
>

Kilon, please don't take this personally but someone could easily interpret
your answer as "you're better off programming in JavaScript.  Pharo can't
do deployment. "  That's both a terrible and an incorrect answer.  I hope
we can do much better.

-- 
best,
Eliot

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