A big focus of PropellerIDE is to make Spin a more compelling choice for Propeller development. With that in mind, I have recently started reworking the Spin library bundled with PropellerIDE.
I want to create a library similar in nature to the LameStation SDK, but useful for any kind of Propeller development. Here's why:
- With a consistent style and organization, experience with one object informs the use of many others.
- With few, well-known objects, it is easy to determine the right object to use for a given job (for example, the current library has 3 different floating point libraries and I have no idea which one to use)
- With well-defined interfaces, modules can be upgraded with new IDE releases while minimizing impact to existing code, or swapped out for similar objects.
This is a big job, and I can't do it by myself. Here's how you can help.
Don't be shy!
- Suggestions/code submissions of objects to incorporate.
- Review/explanation of existing objects to see which are actually useful and/or appropriate for a basic library.
- Comparison of similar objects for inclusion (FullDuplexSerial vs. Parallax Serial Terminal, or both, for example).
Your contributions will help ensure that there is a place for Spin in Parallax products for years to come.
If you love this fun, little language, and want to make sure it lives on forever, help us make a stellar standard library that shows off everything Spin is capable of.
, the game console parents want their kids to play!
, an integrated, cross-platform IDE for the Propeller
, an event-driven C++ API for managing Propeller devices