4 ms·
It's interesting, people have been trying to solve the "two language problem" since before I started professionally programming 25 years ago, and in that time p
by nostrademons 1y ago
It's interesting, people have been trying to solve the "two language problem" since before I started professionally programming 25 years ago, and in that time period two-language solutions have just gotten even more common. Back in the 90s they were usually spoken about only in reference to games and shell programming; now the pattern of "scripting language calls out to highly-optimized C or CUDA for compute-intensive tasks" is common for webapps, ML, cryptocurrency, drones, embedded, robotics, etc.
I think this is because many, many problem domains have a structure that lends themselves well to two-language solutions. They have a small homogenous computation structure on lots of data that needs to run extremely fast. And they also have a lot of configuration and data-munging that is basically quick one-time setup but has to be specified somewhere, and the more concisely you can specify it, the less human time development takes. The requirements on a language designed to run extremely fast are going to be very different from one that is designed to be as flexible and easy to write as possible. You usually achieve quick execution by eschewing flexibility and picking a programming model that is fairly close to the machine model, but you achieve flexibility by having lots of convenience features built into the language, most of which will have some cost in memory or indirections.
There've been a number of attempts at "one language to rule them all", notably PL/1, C++, Julia (in the mathematical programming subdomain), and Common Lisp, but it often feels like the "flexible" subset is shoehorned in to fit the need for zero-cost abstractions, and/or the "compute-optimized" subset is almost a whole separate language that is bolted on with similar but more verbose syntax.
- soVeryTired 1y agoThere's a very interesting video about the "1.5 language problem" in Julia [0]. The point being that when you write high-performance Julia it ends up looking nothing like "standard" Julia. It seems like it's just extremely difficult to give fine-grained control over the metal while having an easy, ergonomic language that lets you just get on with your tasks. [0] https://www.youtube.com/watch?v=RUJFd-rEa0k https://www.youtube.com/watch?v=RUJFd-rEa0k
- Karrot_Kream 1y agoFrom what I can tell, gaming has mostly just embraced two language solutions. The big engines Unity, Unreal, and Godot have tight cores written in C/C++ and then scripting languages that are written on top. Hobby engines like Love2D often also have a tight, small core and are extensible with languages like Lua or Fennel. Modern Common Lisp also seems to have given up its "one language to rule them all" mindset and is pretty okay with just dropping into CFFI to call into C libraries as needed. Over the years I've come to see that mindset as mostly a dead-end. Python, web browsers, game engines, emacs, these are all prominent living examples of two-language solutions that have come to dominate in their problem spaces. One aspect of the "two language problem" that I find troubling though is that modern environments often ossify around the exact solution. For example, it's very difficult to have something like PyTorch in say Common Lisp even though libcuda and libdnn should be fairly straightforward to wrap in Common Lisp (see [1] for Common Lisp CUDA bindings.) JS/TS/WASM that runs in the browser often is dependent on Chrome's behavior. Emacs continues to be tied to its ancient, tech-debt ridden C runtime. There seems to be a lot of value tied into the glue between the two chosen languages and it's hard to recreate that value with other HLLs even if the "metal" language/runtime stays the same. [1]: https://github.com/takagi/cl-cuda https://github.com/takagi/cl-cuda
- nostrademons 1y agoThis may be because while the computational core is small, much of the code and the value of the overall solution are actually in the HLL. That's the reason for the use of a HLL in the first place. PyTorch is actually quite illustrative as being a counterexample that proves the rule. It was based on Torch, which had very similar if not identical BLAS routines but used Lua as the scripting language. But now everybody uses PyTorch because Lua development stopped in 2017, so all the extra goodies that people rely on now are in the Python wrapper. The only exception seems to be when multiple scripting languages are supported, and at roughly equal points of development. So for example - SQLite continues to have most of its value in the C substrate, and is relatively easy to port to other languages, because it has so many language bindings that there's a strong incentive to write new functionality in C and keep the API simple. Ditto client libraries for things like MySQL, PostGres, MongoDB, Redis, etc. ZeroMQ has a bunch of bindings that are largely dumb passthroughs to the underlying C++ substrate. But even a small imbalance can lead to that one language being preferenced heavily in supporting tooling and documentation. Pola.rs is a Rust substrate and ships with bindings for Python, R, and Node.js, but all the examples on the website are in Python or Rust, and I rarely hear of a non-Python user picking it up.
- imtringued 1y agoYou say this is some ideal outcome, but I want to get as far away from python and C++ as possible. Also, no. I can't use Python for inference, because it is too slow, so I have to export to tensorflow lite and run the model in C++, which essentially required me to rewrite half the code in C++ again.