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First, game titles were using assembly long after C came out. Even into the 90s (2 decades after you claim everyone recognized the virtues of C!) some were wri
by sbov 11y ago
First, game titles were using assembly long after C came out. Even into the 90s (2 decades after you claim everyone recognized the virtues of C!) some were written in assembly. They were also using C long after C++ came out. They might have their reasons, but they have a track record showing they don't care about it as much as other domains might - even in the face of obviousness you claim was there.
It also depends upon your use case.
I have a project that requires high concurrency that could be resolved with consistent-but-stale data. A large amount of our C++ code is around achieving that sort of thing and there's always bugs to be found. But its basically free in FP and a bug in this means a bug in the core implementation of the language (not likely).
But, we also have webapps. The mutability of this data is not dissimilar to how it would work in FPs, despite working in Java. We fetch data from a shared DB into memory that is not shared, manipulate them, and write them to the DB. Adopting FP would do little because our environment is mostly the same as that of the FP environment.
That said, the best tool for the job is the usually tool you know.