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Programming Language to Replace C++

Name: Anonymous 2010-08-11 21:49

I think we can all agree that C++ is a terrible language. So why is it still around?

When talking to most C++ users (game developers, systems programmers), I've found that most seem to recognize C++'s faults, but they don't really care. They aren't even the slightest bit interested in a new language that might solve its problems, even one that gives them all the power of C++ with none of the downsides. You can't even get them to look at something new.

Why is that? Why does everyone just 'live with it' without wanting to improve the situation?

Name: Anonymous 2010-08-12 9:41

>>5
Why bother with exotic new languages when we have to take effort to learn a new paradigm. If the new language is already similar to C++, why learn it when we could stick with C++.
Why bother? Well the most obvious advantage is massively reduced development time.

There is a tremendous amount of boilerplate and bookkeeping to do in C++; code is at least 10 times as long as it should be, and has to be laid out illogically due to the mess of header files and templates. Compilation times are abysmal, and there is nothing remotely resembling interactive programming or a REPL. Debugging is extremely time-consuming and compiler errors are almost comically unreadable. There are no significant tools to aid in refactoring or static analysis because the language is impossible to parse.

A language without these flaws could drop the cost of embedded development and 3D middleware/engine development to 1/10th of what it costs now.

Google understands this, and this is pretty much what they are trying to accomplish with Go. The problem is it is tailored to Google, so it is useless for realtime. They call it a "systems language"; they are lying.

>>12
You probably spilled something in it. Get a spill proof one. They're like 20 bucks. Don't listen to >>13; you should be using caps lock for escape anyway.

>>13
it's a gigantic pain to create something new, migrate to it, convince others to migrate to it and then convert all the old shit to new code.
See, this is why it's even more surprising to me that game developers are set in their ways: game engine code has an extremely short shelf life. It all gets thrown away after just a few years because new technology means a whole new rendering engine, physics engine, etc. needs to be written.

Just look at id as a prime example. John Carmack is now starting a new FPS engine from scratch for the 7th time (id tech 6). Rage is not even out yet and the engine is already essentially in maintenance phase. Remember, id tech 6 will have identical gameplay to all the others, except this one uses raytracing and voxels. The last one has streaming megatextures and HDR. The one before it had per-pixel lighting and shaders. The one before that, hardware rendering.

>>4,17
I've mainly been talking about C++ because that's what almost all game development studios use. C shares many of its flaws; compared to modern languages they have a lot of similarities.

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