Programming Language for Games, part 3

bearophile via Digitalmars-d digitalmars-d at puremagic.com
Sat Nov 1 15:32:59 PDT 2014


Paulo Pinto:

> - arrays were bound checked (just use a compiler flags and 
> dataflow to remove them like any sane language)

D removes very little bound checks. No data flow is used for this.


> - enums were strong typed

D enums are only half strongly typed.


> - had namespaces or real modules

D module system has holes like Swiss cheese. And its design is 
rather simplistic.


> - no implicit type conversions

D has a large part of the bad implicit type conversions of C.


> - had a sane macro system

There's no macro system in D. Mixins are an improvement over the 
preprocessor, but they lead to messy code.


> But I guess D already covers it...

D solves only part of the problems. And you have not listed 
several important things. There's still a lot of way to go to 
have good enough system languages.

Bye,
bearophile


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