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C++ sacrificed: -Fast, modular compilation -Straightforward error messages -Low cognitive overhead That's precisely the wrong way to go on every c
by stcredzero 8y ago
C++ sacrificed:
-Fast, modular compilation
-Straightforward error messages
-Low cognitive overhead
That's precisely the wrong way to go on every count! That's a perfect example of designing for the machine, not for the humans! (I say this as someone who wrangles C++ in my day job.)
- Godel_unicode 8y agoDo you truly think that no code should be optimized to run as quickly as possible over more human considerations? I think game engine developers might like to have a word with you...
- stcredzero 8y agoDo you truly think that no code should be optimized to run as quickly as possible over more human considerations? No. Of course not. It's mentally lazy to just push the lever all the way over to that side. By the same token, it's also mentally lazy to just push the lever all the way over to the other side. In some kind of design space over many variables, there are going to be some maxima. A bit more general than making the common case fast, is making the common case fast enough, debuggable, and straightforward, with the option of making something faster when and where you need it. I think game engine developers might like to have a word with you... I would like to think so. I'm developing a cloud resident game engine for MMOs. (Just a hobby project, admittedly.) All that said, those 3 decisions for C++ were 3 particularly egregious ones.