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Tobba_
searching PlanetScale…
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61.
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by
Tobba_
9y ago
I'm not sure if I'd consider Rust to be a perfect example of this style of design. Most language-level decisions seemed to be mostly dictated by what anyone was actually able to implement in the compiler, a lot of which was a nigh
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Tobba_
9y ago
Looks like a mash-up between C and Rust, though with somewhat funky syntax. Still, C(++) with no preprocessor and non-nullable pointers is a huge improvement on it's own, but is that full-blown CTFE with first-class types I see? Hot da
63.
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Tobba_
9y ago
How on earth is using the wonkiest possible representation a better solution when you need precise results? In this case, even integer overflow would be a better failure mode than being a few cents off - because it would get noticed pretty
64.
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Tobba_
9y ago
I feel like in the end most of it just comes down to how memory is managed and the type system, at least if you consider C++ instead of C. Personally I just wish for something like C# without the garbage collector (and some good options for
65.
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Tobba_
9y ago
It really hard to compare them fairly since they're quite different in scope; X11 wouldn't exactly be considered a Linux API. Win32 is also split between several modules and the functions don't quite correspond to the syscall
66.
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Tobba_
9y ago
While the Windows API can be pretty clunky and has a ton of leftover cruft, and the UI-related APIs aren't too great thanks to being compatible with Windows 95 (use a toolkit if you want controls), it'd be really hard to argue t
67.
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Tobba_
9y ago
If almost your entire userbase is running Windows you're gonna end up needing to deal with it anyways, one way or another. You can at least be glad to be dealing with Win32, which other than user32 (which is a bit crazy for compatibili
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Tobba_
9y ago
For the purposes of gamedev; Windows, consoles and possibly Mac are the only platforms are the only platforms that absolutely matter. If it runs on Linux, that's nice, but if it doesn't run on some common buggy setup you aren'