Originally posted by 60Hz
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Originally posted by ssokolow View PostI honestly do think that C++ is a trash language
Originally posted by ssokolow View Postand anyone who defends it as blindly as you is a fool.
Originally posted by ssokolow View PostLikewise, the only place I use C is retrocomputing hobby projects
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Originally posted by 60Hz View Post
Rust is in a pretty sad state of affairs when even its biggest shills don't use it.
TL;DR: It's not that Rust is bad at those things. It's that no language but Python has PyQt and Django and I consider memory-safe bindings to the QWidget APIs and Django's ORM and ecosystem of reusable apps to be non-negotiable.
Here's my attempt to get some fun out of the message I'm not going to respond to: I honestly do think that C++ is a trash language, and I'd pick Rust before C++ for any project, anywhere, and anyone who defends it as blindly as you is a fool. Likewise, the only place I use C is retrocomputing hobby projects and only when Free Pascal produces binaries that are too large. It's technology from half a century ago in an industry where hardware innovation has advanced faster than any other industry in history.
...and before you come back with "The QWidget APIs are written in C++ and CPython is written in C", the MythBusters used dorodango techniques to make shiny spheres of shit. Skill can make pretty damn shiny things out of turds but they're still turds.Last edited by ssokolow; 18 April 2021, 05:46 PM.
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Originally posted by ssokolow View PostI'll readily admit that, at present, for GUIs, I stop at using PyO3 to write my frontend GUIs in PyQt and my backends in Rust... though, granted, my #1 reason is because there aren't any memory-safe QWidget bindings for Rust yet.
Likewise, if I were writing games, I'd probably just grab Godot and stick to GDScript until I run up against performance bottlenecks that require me to use GDNative+Rust to speed them up.
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Originally posted by cl333r View Post
I'm saying Rust is a shitty trade-off for me (and like 99% gui desktop app and games devs, among many others), I'm surprised it isn't clear to you by now.
I'll readily admit that, at present, for GUIs, I stop at using PyO3 to write my frontend GUIs in PyQt and my backends in Rust... though, granted, my #1 reason is because there aren't any memory-safe QWidget bindings for Rust yet.
Likewise, if I were writing games, I'd probably just grab Godot and stick to GDScript until I run up against performance bottlenecks that require me to use GDNative+Rust to speed them up.
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Originally posted by ssokolow View Post
So you're saying you want a magic programming language that will hold the universe ransom until it changes its mind if it tells you that your request is unsatisfiable?
Rust gives you three options:- Structure your code so the compiler can prove that your request is infallible
- Assume the request is infallible at runtime and halt the program if that assumption is violated
- Report the success or failure of the request to you so you can choose how to handle failure
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Originally posted by cl333r View PostI told you returning an error is not an option.
Rust gives you three options:- Structure your code so the compiler can prove that your request is infallible
- Assume the request is infallible at runtime and halt the program if that assumption is violated
- Report the success or failure of the request to you so you can choose how to handle failure
Last edited by ssokolow; 17 April 2021, 02:51 PM.
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Originally posted by cl333r View PostI told you returning an error is not an option.
These agreements are just this - agreements. And they vary very much between different coders, differnt programs and methods/functions.
And this is a biggie.
If you have a separate error functionality (for example exactly what exceptions were also made for!) you can cleanly separate ok from error conditions and make sure: when there is no error, every value is correct, as weird as it might be; when there is an error, every value is not to be used, regardless what is returned, and, according to the type or additional information of the error, handling of this situation can occur.
I think returning special values for error conditions comes from history, the return of these values through resierts or on the stack, where there is no such concept as a real "error" semantic. Later, in higher languages, the problem probably was that functions could ony return one value and of one type, not tuples. The more modern languages allow tuples to be returned, allowing more language constructs.
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Originally posted by billyswong View Post
HTML is indeed sloppy but it is a necessary evil. There are (or maybe were) cases where an HTML document can be partially transmitted and then truncated due to network error. XHTML attempted to handle such cases as "invalid file" and show nothing to users. Meanwhile every other HTML engines fulfill users by showing the webpage as much as possible. It is human nature that users want the HTML way. We shall think of the design / implementation of HTML as a high-level ECC.
"be conservative in what you do, be liberal in what you accept from others". It is often reworded as: "be conservative in what you send, be liberal in what you accept".
...and, honestly, it's kinda necessary, given how HTML originated. There's just too much use of templating that's based on pushing around strings rather than using a proper SAX or DOM serializer to render malformed tag structures impossible.Last edited by ssokolow; 16 April 2021, 08:28 PM.
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