I think you totally underestimate the task.

Yes, Pharo (Smalltalk) is a pretty simple language (by design), so given a 
parsed AST (thanks Opal) it will not be so hard to transpile into some other 
language.
But Pharo (Smalltalk) is much, much more: you need a sophisticated runtime 
(basically the VM) and a large part of the core libraries.

Many people have worked very hard for decades to give us what we have today, 
this represents a huge amount of developer years.

> On 16 Feb 2016, at 09:52, kilon.alios <kilon.al...@gmail.com> wrote:
> 
> So doing further research into Unreal , I have reached the conclusion that
> the best way to integrate Pharo is make a compiler that takes Pharo code and
> compiles it to C++.  
> 
> I have barely scratch such area when I was playing around with Pharo AST
> nodes. Any advice / ideas how to accomplish this ? 
> 
> Currently my goal is to start super simple, with compiling small pharo code
> fragments to C++ code and then much later on even introduce extensions to
> the pharo language to accommodate for C++ features like templates , pointers
> (FFI probably already cover this) , static types etc. Obviously if I can
> keep the pharo syntax intact would be the ideal option. 
> 
> 
> 
> --
> View this message in context: 
> http://forum.world.st/Compiling-Pharo-to-C-tp4877775.html
> Sent from the Pharo Smalltalk Users mailing list archive at Nabble.com.
> 


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