My view of why development in LiveCode is so rapid is a lot to do with avoiding the code/compile/test cycle (or at least making the middle bit unnoticeably rapid). When applied to mobile development, I think that's huge - we can do most of our work in a desktop context (that is, in the IDE), only occasionally having to build out to simulator or device to test. As soon as I run up against something where a change can only be tested on the device or simulator, my rate of progress drops to a crawl.

Unfortunately, the desktop engines, and hence the IDE, don't support touch messages. (And obviously even though many Mac and Windows machines now have multi-touch input devices, this is complications by the fact that on these machines, touches don't have a location on screen. So I don't expect this to change soon.)

So when I write code responding to touchStart/End/Move/Release, I find I'm thrown back to the old world for testing, and I don't like it.

I tried simply adding mouseDown/Up/Move/Release handlers that called the corresponding touch handlers, but that didn't seem to be a complete solution (not exactly sure why not, but I did this to a stack that was working on iOS, and it went awry...). And in any case, that would help for the simple case of a single touch at a time, but not for the more interesting ones involving multi-touch gestures, or overlapping touches.

So my question: what do the smart kids do to speed up their development in this case?

TIA,

Ben


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