Re: Language rewrite - any success stories?
- From: Paul Donnelly <paul-donnelly@xxxxxxxxxxxxx>
- Date: Tue, 29 Jan 2008 19:17:23 -0600
Jeff Lait <torespondisfutile@xxxxxxxxxxx> writes:
On Jan 29, 5:12 pm, Paul Donnelly <paul-donne...@xxxxxxxxxxxxx> wrote:
Sure, in C++ I could have quit the game, changed the code, waited for it
to compile, fixed my typo, successfully compiled, started the game, and
gone to find an enemy. And then done the whole thing in reverse when I
wanted his old behavior back. But I think I'd kind of rather be able to
do it instantly without disturbing the game world.
MSVC has had "edit and continue" for years now. I can break my game,
change the code, hit continue and it will recompile the relevant files
and restart me where I left off. Since only a few lines of one file
changed, this turn around time is likely the same as that in an
interpreted language.
Interactive development isn't something unique to interpreted
languages.
That's good to hear, although you seem a little hazy on what constitutes
an interpreted language.
I don't know why this group is so skeptical about the value of
interactive development. It's a big time saver. While a couple of
seconds (minutes?!) of time wasted on compilation now and then may not
add up to a lot of hours wasted, it's awfully tedious, and means you
can't test your new code as easily as you otherwise could.
First, I don't recall people saying they doubted there is value to
interactive development. They merely doubt there is enough value to
justify abandoning their favorite languages. I will thus step in and
fulfill your claim by doubting there is any value at all :>
And I merely observed more than the expected level of naysaying about
interactive development.
.
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