7 ms·
> I think you're talking about @ and ~ boxes. As I recall, those were removed the same year the iPad and Instagram debuted. Take criticism better. A language
by hoelle 2y ago
> I think you're talking about @ and ~ boxes. As I recall, those were removed the same year the iPad and Instagram debuted.
Take criticism better.
A language choice on a project means the veterans are indefinitely charged with teaching it to newbies. For all Rust's perks, I judge that it would be a time suck for this reason.
Browsing some random rust game code:
[https://github.com/bevyengine/bevy/blob/8c7f1b34d3fa52c007b2bd3585446ec1b0234a65/crates/bevy_animation/src/transition.rs#L77 https://github.com/bevyengine/bevy/blob/8c7f1b34d3fa52c007b2...]
pub fn play<'p>(
&mut self,
player: &'p mut AnimationPlayer,
new_animation: AnimationNodeIndex,
transition_duration: Duration,
) -> &'p mut ActiveAnimation {
[https://github.com/bevyengine/bevy/blob/8c7f1b34d3fa52c007b2bd3585446ec1b0234a65/crates/bevy_input/src/button_input.rs#L123 https://github.com/bevyengine/bevy/blob/8c7f1b34d3fa52c007b2...]
#[derive(Debug, Clone, Resource)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Default, Resource))]
pub struct ButtonInput<T: Copy + Eq + Hash + Send + Sync + 'static> {
/// A collection of every button that is currently being pressed.
pressed: HashSet<T>,
...
Cool. Too many symbols.
- pcwalton 2y agoThat first "random Rust game code" is in fact code I wrote :) It's the same amount of punctuation as C++, or really any other language with C-like syntax.
- needlesslygrim 2y agoI think this criticism is silly. Here's what your first example would look like in a language with keywords (where reasonable, perhaps like C#) instead: pub fn play<lifetime p>(in out self, player: mut ref AnimationPlayer lifetime p, new_animation: AnimationNodeIndex, transition_duration: Duration) -> mut ref AnimationPlayer lifetime p But, this is still confusing! Let's remove even more symbols, and make the syntax more obvious by removing abbreviations: PUBLIC FUNCTION Play LIFETIMES P PARAMETERS IN OUT Self Player AS MUTABLE REFERENCE TO AnimationPlayer WITH LIFETIME P NewAnimation AS AnimationNodeIndex TransititionDuration AS Duration RETURNS MUTABLE REFERENCE TO ActiveAnimation BEGIN ... END IMO, using keywords instead of symbols for references, lifetimes, etc, would just make Rust overly verbose, and there's a reason BCPL used braces instead of BEGIN/END :^)