You can check the github repos, github allows you to browse project repos per
language. You could probably automate that from Pharo, use the Github API
like Iceberg does fetch the names of all projects using smalltalk language
and check to see which ones have commits the last year and then make a n
Another solution is to clone the wiki, it offers its github link and then
make a new repo for the wiki alone and upload the files which are regular md
files (github markdown). The good news is that you wont be losing any of the
conveniences because github offers a markdown editor with live previews
That does not change the fact that you will have a FFI overhead.
For example pyOpenGL 2 was implemented using the Python C API as a wrapper
to OpenGL pyOpenGL3 was implemented using ctypes, the official FFI of python
(cpython in particular) . Version 3 is 2 to 3 times slower than version 2.
But
TinyC has not similar perfomance to gcc and clang, its actually slower as
Stephan already mentioned.
Thats the price one has to pay for the much smaller compiler, it loses a lot
of optimisations.
Clement from what you saying its clear my idea would not work at all, the
advantage of tinyC is that
Is there any documentation for the Pharo AST and any ways to affect Pharo
syntax ?
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"Then I guess you can do something like Slang, which is used for the VM.
Slang is a restrictive Smalltalk compiling to C. "
I dont think Slang is close to what I am trying to do, last time I checked
Slang out it appeared to me that Slang is trying to create as much smalltalk
syntax as possible. My
"Hi Kilon,
the way your are explaining it, it seems you are trying to build a
Smalltalk-like syntax in C++ via templates?
It could make moving a software architecture from Smalltalk to C++
significantly easier (and open maybe some opportunities).
Thierry"
Bingo ! You get it !
Thats what is all
"Are you sure C++ compilation is the best way ? There are a lot of flaws:
Smalltalk needs to be restrictive or will be compiled to very slow code, you
will loose debugging features, etc.
I would try to integrate Pharo the same way lua is integrated in engines
like Source2 from valve: you run your
Ok first my apology to people because I see that many have misunderstood my
motivation.
So let me be crystal clear.
*This IS NOT an effort to make Pharo "super cool". "Look mom Pharo compiles
to C++ magically, it runs blazzing fast, it can use C++ libraries with zero
efforts" and similar none se
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 ?
Thanks for posting the link to the original post , I tried to find it but I
failed.
On the matter why people did not reply is probably because the idea is too
"vague" and very "theoretical" and probably because the post is long.
Just for the record I have since dismissed as an idea both the C-i
Thanks Mariano, this one may become handy as I am messing a lot with C/C++
lately :)
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