Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!uunet!synaptx!glenn From: glenn@synaptx.Synaptics.Com (Glenn Gribble) Newsgroups: comp.lang.c++ Subject: Re: C++ Development Environments Message-ID: <477@synaptx.Synaptics.Com> Date: 28 Nov 89 18:25:37 GMT References: <1142@godot.radonc.unc.edu> Reply-To: glenn@synaptics.com (Glenn Gribble) Organization: Synaptics Inc., San Jose, CA Lines: 40 In article <1142@godot.radonc.unc.edu> thorn@godot.radonc.unc.edu (Jesse Thorn) writes: >In particular, I was wondering if there >are any graphics-oriented tools that display class hierarchies and >provide a "point-and-click" interface to class and method editors. > >Anyone care to comment on ParcPlace's ObjectWorks? For reference, our main C++ project is a 40k line simulation environment that is worked on by 3 people concurrently. We use SCCS and weird makefiles to make everything go. For browsing, we use GNU emacs and some weird tag file things. I looked at ObjectWorks about one month ago. We decided not to get it. Good Points: Based on 2.0. Source level debugger. Nice looking browser. Bad Points: The user interface is entirely mouse-driven. There are few missing features in the debugger that are available in the underlying debugger, but are not available because there is no mouse way of accessing them. I prefer to use command-line interfaces in many cases. It is not always more efficient to select a variable name from a scrolling list. ObjectWorks is a single-user enviroment. To compile stuff in ObjectWorks, you need to "import" the source files from the outside world. ObjectWorks computes its own dependencies, so existing makefiles are ignored. It does not seem to work with SCCS. If I was the only person working on a project, or if I had to maintain a project (especially if written by someone else), I would consider ObjectWorks for purchase. I think ObjectWorks may also be a good way to get familiar with an existing project. -- Glenn Gribble glenn@synaptics.com uunet!synaptx!glenn