On 06/04/2020 03:55, scott--- via use-livecode wrote:
1. xTalk features just don't work, or work totally inadequately (e.g. scrolling 
fields).
I feel this is overly harsh. Livecode fields (and the creation of native UIText 
fields) do work on mobile. I think the issue is that the use of some objects 
(like fields) on mobile is not as drag ’n' drop simple as it is on desktop. No 
argument there.

Yes, it was harsh - but sometimes a little bit of hyperbole helps, if only the mood of the speaker :-)

And, thinking about your and Jacque's responses, maybe my experience is a bit out of date; I should try again.

But, afaik, it's not just scrolling fields; aren't there also issues with keyboard input requiring you to scroll / move the field to remain visible, or
  And the fact that mobile-specific commands each need to be wrapped inside an 
environment-check to keep from throwing an error in the IDE.

Yes, that's the kind of thing I meant in my item (2) "equivalence".

Many of the mobileXXX function have no desktop equivalent - but could still be better named, and provide some empty response to ease development on the desktop.

But others are actually useful features - and I see no reason why LC shouldn't implement those as widgets for desktop (where feasible). Why not have a mobilePick that works on desktop ?  Or "pickDate", or "pickContact" ? Or mobileCompose???mail ?

That way we'd be maintaining "platform equivalence" - and maybe even giving desktop developers features that make LC an even better choice.


3. It's not "Live"Code. Developing for Mobile gets you back into the horrible 
edit - compile (i.e. build a standalone) - test cycle.
I agree that there is much more of this needed for mobile since the IDE doesn’t 
allow us to build directly on mobile (I’m not sure that is a bad thing.) I have 
found simulators to be a good intermediary but it absolutely does require this 
frequent build cycle for some aspects of development.
I found simulators completely useless. Though that may be because it was a few years ago. And even then, you have the clumsiness of wiating for a build/download/test cycle.
4. You still need to deal with the ugly issues of the SDKs and the app-store  
requirements.
I suspect that jumping the security hoops like certificates and store portals are a 
big reasons why even if "everyone can code” not everyone can see their mobile 
creation made available to others. Learning how to navigate these added security 
restrictions is time consuming and confusing (at least to me). Several people like 
Trevore DeVore and Matthias Rebbe have been helping ease these complications for 
desktop. I’m not sure what the answer is for mobile, though.

I should have made those two separate points.

4A. SDKs and the build environment. Just horrible; when I tried this a few years ago (for Android) it took me 
days of frustration and guesswork to get a working SDK, and get it connected to LC, and to try to get a 
simulator to work properly. Including choosing (I think it "device type") from a long drop-down 
list of devices I didn't own. I picked at random - and was told either that it was "unavailable" or 
"will be slow - suggest you try a different device". Well - they were right about that - the 
simulator was S...L...O...W.
I never did get round to trying for IOS, because everyone said how much harder 
it was than Android :-)

4B. App store issues. Never got that far - though it sounds like it's pretty 
annoying.
Build for a few people (and sidestep the store) - seems to be possible, but not 
clear how easy it is.

Thanks for the reply - it has stiffened my resolve to have another go !!

-- Alex.


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