November 27, 2022

On Sunday, 27 November 2022 at 09:25:53 UTC, zjh wrote:

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On Sunday, 27 November 2022 at 09:04:23 UTC, Paulo Pinto wrote:

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On Sunday, 27 November 2022 at 00:20:08 UTC, Walter Bright wrote:

>

https://twitter.com/WalterBright/status/1596658148932489218

Which is actually Circle, a C++ superset, without any guarantees if ISO C++ will ever adopt it.

If it ever happens, it will be yet another reason to keep using C++, as the C++ developers will get D goodies, alongside the large ecosystem of libraries, IDE and graphical tooling that they enjoy today.

So it is a bit of pyrrhic victory having C++ adopting D features.

If D can be close to seamless interfacing C++, there will be many people using C++ and d at the same time. This is not a bad thing.
You can get the benefits of C++ and d at the same time.
Even, if you can seamlessly interface rust,d programmers can directly use the rust library. Wouldn't it be nice?

Correct, however what is being discussed here, is C++ copying D features, thus making the switch even less relevant.

Another example, thanks to the work done by Unity with C# and HPC#, and their collaboration with Microsoft in bringing Midori's System C# features into regular C#, the language has become the number one partner tool to C++ for game developers.

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Yet D also lead the way there with Remedy Games and their usage of D.

So patting one's back of which languages are copying D's features, or D did it first, hardly matters in the adoption game.

November 27, 2022

On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:

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On Sunday, 27 November 2022 at 09:25:53 UTC, zjh wrote:

>

On Sunday, 27 November 2022 at 09:04:23 UTC, Paulo Pinto wrote:

>

[...]

If D can be close to seamless interfacing C++, there will be many people using C++ and d at the same time. This is not a bad thing.
You can get the benefits of C++ and d at the same time.
Even, if you can seamlessly interface rust,d programmers can directly use the rust library. Wouldn't it be nice?

Correct, however what is being discussed here, is C++ copying D features, thus making the switch even less relevant.

Another example, thanks to the work done by Unity with C# and HPC#, and their collaboration with Microsoft in bringing Midori's System C# features into regular C#, the language has become the number one partner tool to C++ for game developers.

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Yet D also lead the way there with Remedy Games and their usage of D.

So patting one's back of which languages are copying D's features, or D did it first, hardly matters in the adoption game.

I guess the feature that will differentiate D forever is the presence of the tracing GC and less cluttered syntax

While C++ has it's smart pointers, one has to go through the effort of using them explicitly while you get access to memory safety in D rather transparently

About the syntax, let's see if cppfront and Carbon go beyond being an "experiment"

November 27, 2022

On Sunday, 27 November 2022 at 01:22:57 UTC, zjh wrote:

>

On Sunday, 27 November 2022 at 00:20:08 UTC, Walter Bright wrote:

>

https://twitter.com/WalterBright/status/1596658148932489218

I can't access Twitter.
But big languages, especially the strategy of C++, just follow others. Any language with new ideas will be copied.
Therefore, small languages like D should first consolidate the existing implementation.

image

November 27, 2022

On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:

>

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Godot only ships C# because Miguel wanted to spread the usage of "mono", not necesarilly C#

Godot then got funding from Microsoft to start the work

So it's not "organic", it was a Microsoft led initiative

https://godotengine.org/article/introducing-csharp-godot

November 27, 2022

On Sunday, 27 November 2022 at 14:49:01 UTC, ryuukk_ wrote:

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On Sunday, 27 November 2022 at 01:22:57 UTC, zjh wrote:

>

image

The latest 'C++'` can omit a lot of things. For example:

vector v1{"abc","def"};
//container
void f(auto i){
    ...
}//this is a function template.
November 27, 2022

On Sunday, 27 November 2022 at 14:52:43 UTC, ryuukk_ wrote:

>

On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:

>

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Godot only ships C# because Miguel wanted to spread the usage of "mono", not necesarilly C#

Godot then got funding from Microsoft to start the work

So it's not "organic", it was a Microsoft led initiative

https://godotengine.org/article/introducing-csharp-godot

For Godot users it doesn't matter how it got there, only that it is available and they share their code with others with zero hassle.

This is how language marketing works.

November 27, 2022
On Sunday, 27 November 2022 at 00:20:08 UTC, Walter Bright wrote:
> https://twitter.com/WalterBright/status/1596658148932489218

They'll soon realize D is the proper C evolution
November 27, 2022

On Sunday, 27 November 2022 at 16:21:30 UTC, Paulo Pinto wrote:

>

On Sunday, 27 November 2022 at 14:52:43 UTC, ryuukk_ wrote:

>

On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:

>

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Godot only ships C# because Miguel wanted to spread the usage of "mono", not necesarilly C#

Godot then got funding from Microsoft to start the work

So it's not "organic", it was a Microsoft led initiative

https://godotengine.org/article/introducing-csharp-godot

For Godot users it doesn't matter how it got there, only that it is available and they share their code with others with zero hassle.

This is how language marketing works.

Well it is important to know how it got there, because it emphasis the idea that the main character has to be pro-active

C# is not the "gamedev language", C++ still is, C# is just one of the scripting languages available, Lua is very prominent in asia, Tencent even uses it for their unity games

And to make C# a scripting language, once has to implement a shit ton of bloated stuff with mono, the story there is not compelling AT ALL and not everyone is willing to bloat their C++ engine to implement another bloated environement, Unity is and it cost them a lot

Unity stock is lower than their IPO value, C# only used for build script in Unreal, and they are working on their own language, monogame/fna died, consoles/mobiles forbid JIT compilers

I predict C# usage will significantly drop in gamedev in the coming years

Embark studio gave up with the idea of making their own Rust based game engine, instead they pivoted to a "rust" plugin for Unreal for their 2 upcoming games (using Unreal 5)

D can interop with C++, so it can co-exist in gamedev projects, including Unreal projects

So if C++ community is starting to look at D features, maybe is a good time to remind them of how interopeable the language is, let's make them try the language

But we have to remember that we compete with languages that are willing to change things to make them more compelling alternative

It's no longer a world with just few languages, it's now a shit ton of different languages to choose from

November 27, 2022

On Sunday, 27 November 2022 at 17:16:47 UTC, ryuukk_ wrote:

>

On Sunday, 27 November 2022 at 16:21:30 UTC, Paulo Pinto wrote:

>

On Sunday, 27 November 2022 at 14:52:43 UTC, ryuukk_ wrote:

>

On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:

>

Even Godot ships C# in the box, and there are unofficial extensions for Unreal, while for D, one has to go through the hurdle to deal with Godot-D integration. While not that hard, it is an adoption obstacle.

Godot only ships C# because Miguel wanted to spread the usage of "mono", not necesarilly C#

Godot then got funding from Microsoft to start the work

So it's not "organic", it was a Microsoft led initiative

https://godotengine.org/article/introducing-csharp-godot

For Godot users it doesn't matter how it got there, only that it is available and they share their code with others with zero hassle.

This is how language marketing works.

Well it is important to know how it got there, because it emphasis the idea that the main character has to be pro-active

C# is not the "gamedev language", C++ still is, C# is just one of the scripting languages available, Lua is very prominent in asia, Tencent even uses it for their unity games

And to make C# a scripting language, once has to implement a shit ton of bloated stuff with mono, the story there is not compelling AT ALL and not everyone is willing to bloat their C++ engine to implement another bloated environement, Unity is and it cost them a lot

Unity stock is lower than their IPO value, C# only used for build script in Unreal, and they are working on their own language, monogame/fna died, consoles/mobiles forbid JIT compilers

I predict C# usage will significantly drop in gamedev in the coming years

Embark studio gave up with the idea of making their own Rust based game engine, instead they pivoted to a "rust" plugin for Unreal for their 2 upcoming games (using Unreal 5)

D can interop with C++, so it can co-exist in gamedev projects, including Unreal projects

So if C++ community is starting to look at D features, maybe is a good time to remind them of how interopeable the language is, let's make them try the language

But we have to remember that we compete with languages that are willing to change things to make them more compelling alternative

It's no longer a world with just few languages, it's now a shit ton of different languages to choose from

C# now supports AOT with the release of c# 11. They even introduced their own version of the scoped feature.
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-11.0/low-level-struct-improvements

  • Alex
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