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You'd be surprised of the horrors you can find in a game's C++ code base While it's true that some languages make some horrors easier to bring into the world (
by EliRivers 11y ago
You'd be surprised of the horrors you can find in a game's C++ code base
While it's true that some languages make some horrors easier to bring into the world (if you take away people's access to the memory, for example, you remove an entire class of memory-related nightmares), in my experience, the key requirement for creating these horrors isn't the language; it's the programmer and the constraints they're working under (such things as inexperience, painful levels of urgency, inappropriate processes, team churn, and so on and so on). People can and will make horrors in any language, and if D becomes the new C++, in twenty years people will be saying the same things about D.
- jeremiep 11y agoWhile I agree with you I think D's design avoid a lot of the pitfalls of C++. When I think about all the different variable initialization rules in C++ I know I'll get it wrong in crunch time and most likely get it wrong when all my work conditions are perfect because there's like 7 different rules. And that's for one feature only. D doesn't make it impossible to write horrors, it just doesn't ask for it the way C++ does.