Dynamic language

Brad Anderson eco at gnuk.net
Thu Mar 15 15:20:14 PDT 2012


On Thu, Mar 15, 2012 at 3:56 PM, F i L <witte2008 at gmail.com> wrote:

> Paulo Pinto wrote:
>> The main benefit dynamic languages bring to the table is not requiring to
>> write types everywhere, duck typing, and the flexibility metaprogramming
>> has.
>>
>
> I'll give you the metaprogramming bit, but duck-typing is rarely a benefit
> over languages, like D and C#, which support "auto"/"var" keywords. I'd
> actually argue that getting early compile-time error when I accidentally
> change variable type (except in areas I explicitly want it) is actually a
> time saver of statically typed languages. Granted casting types is a bit
> lower-level concept and can be a pain to type.
>
>
>
>  Andrei Alexandrescu wrote:
>> Relevant insight: http://existentialtype.**wordpress.com/2011/03/19/**
>> dynamic-languages-are-static-**languages/<http://existentialtype.wordpress.com/2011/03/19/dynamic-languages-are-static-languages/>
>>
>
> Thanks for the link. I understand all code eventually becomes binary, of
> course, and I have a pretty good understanding of how V8 JS functions
> internally. I just can't see why someone would want to use an "expressively
> straightjacketed" (as the article puts it) language when they have the
> option not to.
>
>
>  Adam D. Ruppe wrote:
>> import std.variant;
>> struct Extendable {
>>    Variant[string] properties;
>>    Variant opDispatch(string name)() {
>>       return properties[name];
>>    }
>>    Variant opDispatch(string name, T)(T t) {
>>       properties[name] = t;
>>       return properties[name];
>>    }
>> }
>>
>> void main() {
>>    auto a = Extendable();
>>    a.sweet = 10;
>>    a.cool = { a.sweet = a.sweet + 1; }
>>    a.cool();
>> }
>>
>
> Awesome! I knew it was possible, just didn't think it'd be that easy! You
> know, it might be nice to an std.dynamic or extend variant to include a
> general purpose Dynamic type. Just a thought.
>
>
>
>  so Wrote:
>> I'd love to use D but it is not an option is it? At least for the
>> things i am after, say game scripting.
>>
>
> I think D's a great option. A D compiler would only have to be distributed
> with the  tool-chain/editor, and scripts could be statically compiled with
> the rest of engine. Safe-D is safe, and comparably easy to understand as
> other common scripting languages (Unity's uses C# for example) and advanced
> scripters would have the options of getting real low-level with their logic
> blocks. Plus, if the rest of the game engine was written in D, integrating
> the scripts would be completely seamless.
>
>
> ~~~~~~~~~~
>
>
> On a completely irrelevant, but slightly related note: I have just
> released my first Unity 3D game for Android/iPhone, Space Pizza Delivery! (
> https://play.google.com/**store/apps/details?id=com.**ReignStudios.**
> SpacePizzaDelivery<https://play.google.com/store/apps/details?id=com.ReignStudios.SpacePizzaDelivery>
> )
>
> Woohoo! It's simple, but fun, and we have a much more ambitious project in
> the works. Hopefully the start of my game-maker career! :-D (and yes, I am
> shamelessly advertising ;p)
>

Got a score of 292 while spending most of the time with just a sliver of
life.  Those sneaky health powerups kept getting knocked off the screen
before they'd reach me.  Fun though.

Regards,
Brad Anderson
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