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Re: How to handle source code dependencies?



On Mon, 28 Dec 2009 15:21:10 -0300, Nicolas Alvarez
<nicolas.alvarez@gmail.com> wrote:
> 
> Does Pascal have no notion of a shared library?
> 
It has, but the GLScene solution does not use it.

 
> Nope, that set of components would be in a separate shared library and
the 
> application would dynamically link to it *and* PulseAudio. Unless that 
> library happens to be "header-only" (very rare in C, more common with C++

> template libraries).
Could be done in this way, but in the case of GLScene it is some kind of
IDE plugin. It contains a set of classes, not only a header for a library.
Also, the C ABI does not allow classes, so if the GLScene team would move
all relevant parts to a shared library, they would need to create a flat
API without direct use of objects.
I never used GLScene. GLScene integrates directly into the IDE, but it can
also be used without it.
I've seen a similar behavior in Java applications which included the whole
code for a 3D engine directly into the application.
Details about GLScene: http://wiki.lazarus.freepascal.org/index.php/GLScene



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