Extending an Objective-C program with a scripting language - objective-c

Is there a ready-made implementation of an interpreter for ObjC. Basically, I need my program to be extendable via a scripting language.
I'm not sure if this is already provided by some kind of framework, or perhaps I can implement AppleScript internally - not sure how I would do that tho. It seems to only apply to automating the program itself, not for extending its own functionality.
Something similar to mIRC's means of interfacing with a scripting language.

You bet there is. It's called FScript; it's open-source and includes a console with a REPL in which you can interact with Cocoa objects. The syntax is Smalltalk-like, which is very similar to Objective-C -- the main difference is no square brackets. Here's some snippets from their tutorial. Notice that variables don't have to be explicitly typed!
> imageLocation := NSURL fileURLWithPath:'/Library/Desktop Pictures/Nature/Clown Fish.jpg'.
> image := CIImage imageWithContentsOfURL:imageLocation.
> image drawInRect:(200<>80 extent:600<>400) fromRect:image extent operation:NSCompositeSourceOver fraction:1.
You will be interested in their Embedding FScript Into Cocoa Applications Guide.

Do you just want your program to be scriptable? If so, then you should probably add AppleScript support. See Introduction to Cocoa Scripting Guide for information on how to do this.

Python and Ruby can interact with the Objective C calls so you can use them to extend the program's functionality.

Objective C is not a scripting language, so it has no interpreter. It can only be compiled to machine codes.
If you want to use scripting language is suggest Lua. It is really easy and lightweight but still very powerful. You can use it with you native C/C++ programs and there are also ObjC bindings.
Anyway any scripting language (Python, Lua, AppleScript etc.) is built on top of some native programming language (usually C or C++) and if you want to extend your program with new features you still need to implement them first using native language.
Fot you to start: how to bind Lua. It is for C++, but it is the same for C and ObjC (as it is a superset of C)

Related

using different programming language in godot game engine?

I want to bind a different programming language to the Godot game engine. Is there an instructional document or video on this topic? For example, how was this project done: godot-rust. If I can learn the basics, I can succeed in working in a different language. Thanks.
In this answer I show you the different approaches to add language support in Godot 3.x (the situation will be somewhat different with Godot 4.0 and GDExtension - which replaces GDNative and hopefully means less custom builds), and I mention some languages that are supported by each of these approaches. However, this is not an exhaustive list of the languages.
First of all, Godot has official build-in support for GDScript and Godot's VisualScript (and Godot's shading language and its visual counterpart if those counts for you).
There are a few ways to use C++:
You can use it to create GDNative scripts (which are basically a wrapper around native calls that allow you to use them as scripts in Godot).
Or you can create modules (which are static libraries you can add in a custom Godot build).
And since Godot source is in C++, you don't have to restrict yourself to making modules if you are making custom builds.
In web builds Godot can interface with JavaScript via the JavaScript class. However, this approach does not allow you to add JavaScript scripts to Nodes, and so on.
Then there are languages that can only be added in custom builds of Godot, which is currently the official support for C#.
There are other non-official custom builds that offer language binding for languages such as Lua, Kotlin, TypeScript and JavaScript (this time allowing you to make scripts).
If you need to add a runtime, you would probably do this.
Some language take advantage of the fact that Godot's has official Mono support in order to support C#. This way you can, for example, use F# and Clojure.
They start by adding a C# project and then modify it so it uses another language. This is viable if your language already compiles to .NET.
Some other languages can be added as plugins that implement the PluginScript class via GDNative. This is the case of Python and Lua (again) which you can get from the asset library.
This is the most user friendly way to add language support to Godot, but it is limited to what you can do with PluginScript.
Addendum: Gil Barbosa Reis, author of the aforementioned Lua bindings, has an article series about its implementation stuffed away in the repository (in English and Portugueses): godot-lua-pluginscript/extras/articles/. It is probably the most comprehensive tutorial to date.
Other languages are added by means of taking advantage of GDNative (They basically mimic what you would do with C++). This is the case of Nim, Rust, D, Haskell, Go, Swift…
So that's how godot-rust works: make native libraries using rust and the godot-rust create and add them as if they were made in C++. For any language for which there are the means to make native libraries already, this is a good option.
Finally there is another way to add support for a language: a transpiler from that language to GDScript, which can be automated with an addon that might also be written in GDScript. This is the case of Lisp.
This last approach is mostly used for domain specific languages.
The official docs here provide your answer:
Godot officially supports GDScript, C/C++, C#.
Some 3rd party languages that can be used are: Rust, D, Python, Nim, and Go.

Do any tools exist that allow Objective-C syntax to be processed to object oriented pure C?

It is possible to do OO programming in pure C.
Some strategies use pre-processor macros to make it easier and less error prone. Some strategies involve adding new syntax which is expanded to pure c by a pre-processor, along with a base object class and some methods for memory management.
It seems that Objective-C began as a project much like this
Do any tools exist that allow objective-c syntax to be processed to pure C?
Without having explored it, it seems do-able.
Just to clarify, I am not asking about compiling iOS code to other platforms, or asking about ports of the cocoa library to other platforms, I am wondering about ways of using oo techniques in pure-C, using Objective-C syntax and a preprocessor or precompilation step.
Portable Object Compiler. It's not capable of compiling modern Objective-C, but it sounds like it is perfect for what you're asking. Look here at a discussion of POC's shortcomings
The situation for C++ is more interesting. Cfront was the original C++ compiler that produced C code, but besides being long outdated it was commercial and cannot be (easily?) downloaded today. Fortunately, there is Comeau C/C++ which is supposedly very modern and standards compliant. It costs $50.
However, I wouldn't expect to get very readable C code from either of them (especially the full-featured Comeau).
It is possible to do oo programming in pure c?
Yes, as oo is a matter of philosophy. Look at glib and how you can do c style object: http://developer.gnome.org/glib/
Apple did it with Core Fundation: https://developer.apple.com/library/mac/#documentation/CoreFoundation/Conceptual/CFDesignConcepts/CFDesignConcepts.html#//apple_ref/doc/uid/10000122i
By the way: Do any tools exist that allow objective-c syntax to be processed to object oriented pure c?
Yeah: gcc (GCC 4.6 according to Wiki, never actually checked ;)) and clang, tools that you are usin everyday.
This is the Objective-C Runtime who make the obj-c obj-cAble, so you need libobjc.A.dylib library too. You can write obj-c in pure c code, since all message '[]', '#' directive and other obj-c stuff are converted in c after compilation.
No it's not possible, as all special (non-identifier) symbols of Objective-C can not be used as preprocessor macros. At least not with the standard C preprocessor.
Other preprocessors may be able to define macros with non-identifier names, although I don't know of any.
When talking about preprocessors in the early days of Objective-C (and also about C++) it's probably (and in the case of C++, definitively) a custom made parser that instead of outputting assembler or objective code outputted C code.

Compiling Scheme to Java and/or Objective-C

We have Bigloo.NET does anyone know of such a project that offers the same but for the Java and/or Objective-C language?
I am developing a component of a project that will also have a Windows and Apple GUI built around it. Would be nice if I could develop this component in a single language and have it compiled into the native language for the current GUI. Any ideas?
Do you know that Bigloo initially targeted the JVM, and only later the CLR? I'm assuming you do, and that it's insufficient for you. If you weren't aware:
Java code and Bigloo code can be
merged together. Bigloo functions can
call Java functions and vice-versa,
Bigloo code can use and instantiate
Java classes. Bigloo functions and
variables can hold Java values (Java
classes values). Bigloo data
structures can point to Java data
structures and vice-versa.
If that doesn't do it for you, but you still want a Lisp, Clojure is a Lisp, though neither Scheme nor Common Lisp. It shares with Scheme a single namespace for functions and variables, however, and I've found it pretty comfortable in my short acquaintance with it. Clojure is also Java --- anything you do from Clojure can be used from plain Java, and vice versa.
Maybe you could give more detail on why Bigloo doesn't work for you, and that could help us give better answers.
Schemes for the JVM: SISC and JScheme. Both are interpreters with good Java interoperability.

What is the best scripting language to embed in Mac OS X 10.6 applications?

Is there any other scripting language that can be used to embed scripts inside applications, which can access Mac OS X, or application classes with the same features, or most of the features seen in F-script?
The scripting language with the best support on the Mac is still AppleScript. But unlike F-Script, it cannot directly access the Objective-C level, it can only use what the target application chooses to expose for scripting.
There are Objective-C bridges for Perl, Python, and Ruby. I suppose those can embedded to provide scripting to your application.
Nu is an interesting option, although it isn't very popular yet.
A lot of people seem to like JSTalk.
But probably Applescript is your best bet: integrated into the system and all that.
I would say F-Script for many reasons. It has many unique features and is extremely tightly integrated with Cocoa and the Objective-C runtime. You can for example inspect various Finder classes (windows, icons, coverflow view...) and it's very easy (one or two lines of code) to start or control other processes. I don't think there is any good reason to prefer AppleScript. It's good for very short scripts, but will probably drive you crazy if you want to do something more complex.
Also, MacRuby is going to rock when it's a bit more stable, and some serious stuff has been accomplished using PyObjC as well, although I don't think it's very actively maintained anymore.
If you don't need F-Script graphical introspection tools, which are quite unique, there are some decent scripting languages that you can embed in applications. See in Particular RubyCocoa (for Ruby), PyObjC (for Python), JSTalk (for JavaScript) and CamelBones (for Perl). They are based on bridges between Cocoa and a foreign object model, which leads to some complexities. This is different from F-Script, which is directly built for the Cocoa object model. When ready, MacRuby might be an option too, but the syntax for manipulating Objective-C objects is not very nice (it improves on RubyCocoa, though). Nu is also an option: directly built for Cocoa like F-Script, but with a strong Lisp flavor.
MacRuby is an implementation of Ruby 1.9 that uses the Objective-C runtime and garbage collector. It can be embedded in a Objective-C application.
Even if the last available version is only 0.6, it is reported to be stable enough to be used in applications.

Alternative language to do Cocoa programming

I'm a C++, Java developer and I want to program for Mac in something "nicer" than Objective-C.
I know Java Swing can mimic the MacOS X UI, but a Java Swing program is not a Cocoa first citizen. Also I know that I can use Qt in C++ or Jambi in Java to use the Qt toolkit that performs Cocoa calls but, though that is not a bad idea, it adds an abstraction layer in all the thing.
So, is there something like "Vala" for GTK+ or some Java bindings or some stuff to do Cocoa programming with no need of all the Objective-C thing?
[DISCLAIMER: "nicer" is just my appreciation, no trolling there]
It is indeed an inflammatory question.
There are bindings for Ruby and Python, if those fit your bill.
http://developer.apple.com/leopard/overview/apptech.html
Objective-C isn't all that un-nice and not all that dissimilar to Java in several ways, really, if you take some time to learn it.
MacRuby + HotCocoa lets you do it all in Ruby, and in a Rubyesque way - it looks more natural than a foreign binding might suggest.
Give Monobjc a shot. It's been great to work with.
If you're interested in .NET programming, you can use the Mono framework to program in pretty much any environment, including iPhone:
http://www.mono-project.com/Main_Page