Randall, wondering aloud about features is welcome (at least as far
as I'm concerned, and I'm sure to most of us), it's just that phrases
like "limp xtalk into the present' come off as kind of
confrontational. The general style on this list is very much non-
confrontational - you wouldn't be the first person to get a raised-
eyebrow response to that kind of talk, just please don't take it the
wrong way!
It seems to me that some of the things you talk about would be better
addressed on the improve list, rather than the how-to list, but you
need an enterprise licence to join that list.
BTW, self-optimizing multi-threading sounds very interesting - was it
in Revolution? If so, anything you can share?
Best,
Mark
On 2 Feb 2009, at 13:26, Randall Reetz wrote:
I have never asked for a game server. I dont build games... Have
never even played one. Secondly, yes i do keep hoping and praying
and asking for features that would extend the original user-level
programming ethos of allan kay and bill atkenson to the modern
world we live in. Sockets are to xtalk what a machine shop is to
an erector set.
All of you should be agreeing with me, not fighting me. These
things i ask for are obvious ways for xtalk to do for today's
computing world what smalltalk and hypertalk did for the mid
1980's. Namely, to wrap deep functionality into a pedestrian
common english syntax. To un-socket sockets as it were. I am
writing deep pattern engine and symantic engine in xtalk, so dont
dare say i am unwilling to go the coding distance. I have written
self optimized multithreading into xtalk. I wrote a symantic
indexing system into xtalk. I have written a full resolution
independent 3D engine in xtalk. But what i find it dificult to do
is write the same code everyone else is writing just to limp xtalk
into the present. That goes so counter to the original intent of
xtalk. How is the rev product threatened by deep thinking people
wondering aloud what features would make xtalk that much more
powerful and contemporary?
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