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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