Linked by Jared White on Wed 7th May 2003 07:13 UTC
General Development Welcome back to Part 2 of Cocoa 101: Object-Oriented Programming for the Masses! I received a lot of great feedback on my previous article, and I'm looking forward to sharing with you once again what I've learned about Cocoa and the Objective-C language. If you missed Part 1 of this tutorial, read it here.
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Re: Objective C and Cocoa
by Anonymous on Wed 7th May 2003 17:36 UTC

I have a hard time imagining developers embracing Cocoa, let alone Objective-C. Why would anyone want to program in a language that effectively is only popular on one platform? Why would anyone want to use a closed framework that's bound to a single platform?

I have a hard time imagining developers embracing MFC... why would anyone want to use a closed framework that is bound to a single platform? ;)

Look, I'm all for cross-platform solutions, but using things like Swing/Qt/etc is a tradeoff. You usually can't access all of the GUI functionality of the platform, and its often obvious that your product isn't a "native" application.

What most large applications do is keep the back-end code in ANSI C/C++, then use native toolkits for each platform GUI. So in OS X, the GUI would be in ObjC + Cocoa. In Windows, it would be in MFC. The beauty of ObjC + Cocoa is in just how quickly you can create a fully-functioning GUI and integrate it with the rest of your app.

And for the posters interested in Java: Apple provides Java bindings to Cocoa. It's built into their tools, so when you write a Java app, you can forgo swing for Cocoa if you want (again, to get a real native feel for the app... or if you just prefer Java over C/ObjC).