@gruber They want to stop interpreted code from the network. They wrote rules stricter than they actually want. They look the other way when it suits them. Like with almost every game ever shipped for iOS.
@mrgan@gruber Yup. I gambled that back in ‘08 and it’s been ok. Though the night before submitting I changed all the file extensions for the scripts to .cfg from .lua so as not to temp the beast! And the app does download script code. Shh.
@gruber Runs in its own sandbox. Uses standard iOS clipboard module to set and get clipboard. I'm testing the upcoming version, they'll add more integration with standard iOS elements. Caveat: can't download code (no Dropbox sync for instance)
@gruber So you're stuck with standard libraries and modules of its built-in interpreter. Dev is very responsive and already added lots of stuff to beta (including Markdown). There also ways to "get around" Apple's limitation - like importing...
@gruber Pretty sure it falls in the category of Lua interpreters, etc. – you aren’t downloading anything in the app (”all docs are self-contained!”), and it’s all within the app’s sandbox. HyperCard/Smalltalk seems like a good paradigm to think about this.
@djacobs@gruber Python is not an imminent threat to Apple’s way of life. In fact, Apple embraces Python. The whole “nothing but ObjC” thing was purely anti-Flash. The “no-interpreted code” is a paranoid firewall for dynamic end-runs around the App Store.
@gruber Scripting languages have been allowed for well over a year. See also BASIC! and a couple of Lua things. You're not supposed to allow downloading code, but copy/paste or iTunes transfer's fine with Apple.
Doesn't support full python though, so maybe pythonista is doing something else?