My comment is not meant to bash Rust, on the contrary it is very promising and the fact that it is used to write Servo is likely to significantly speed up its maturation. But as author notes, if you are developing a project under a deadline you don't have time for bugs you didn't cause yourself. So old boring technology is the way to go.
It's certainly not as old-and-boring stable as C, but it's a lot closer than you'd think.
Dropbox is using Rust in production? Great news! But I'll wait when a thousand of organizations use Rust in production before advocating its use in my own organization. Also, judging by this comment: https://www.reddit.com/r/programming/comments/3w8dgn/announc... they had incredible rapport with the language core team. That is a luxury not every team using Rust is going to have.
Still, great news. I guess I must implement some kind of little personal project in Rust and in the process help iron out a few more quirks.
Also, the OP said that compile time was a priority, and compiling Rust code is closer to C++ speed than C.
It's often less about being safe currently and more about being resilient to breaking after further changes in code. I've worked with some C++ codebases that rely on complicated invariants to be safe (so the code looks safe now), and stuff breaks down when certain changes are made. Programming with a C++11 style greatly reduces but does not eliminate this.
It takes a while to get a hang of this, but once you figure out the "Rust way" of moving data/references around you tend to hit these errors very rarely. Of course, this takes time to learn which you may not have :)
But yes, there are things which Rust could improve upon here, like nonlexical scopes and SEME regions. Which may come soon.
Two nits:
1. The compiler does prevent safety problems. It just happens to rule out some safe programs while doing so. (Although I think this is a bit of a misconception, because with the aliasing rules being used for optimization many things that the Rust compiler rejects that people think are safe are actually not.)
2. You can describe any type system this way. That doesn't mean we don't like type systems.
In Haskell you don't fight the type system. It fights your bugs.
[Yes, yes, this isn't an absolute truth, but it is a relative truth when the point of reference is C++'s, or even Java's, type system.]
In general, I think memory safety and data race freedom speed you up other than for small throwaway programs, because memory issues are so awful to debug (even with things like Valgrind).
The reason people might want to avoid it can be the same as "Why not D". The answer to that is that it doesn't offer enough over C and C++, which is where Rust is different, and why I think Rust will be huge.
glium is arguably the best idiomatic OpenGL binding in any language anywhere.
I program in OpenGL with Rust every day as part of my job these days.
On the contrary, it seems both the Xbox One and PS4 are doing a roaring trade, with gaming overtaking Hollywood in terms of market size and revenue
The global life to date figures are 12.4 million Wii Us sold since November, 2012. 19.2 million Xbox Ones and 35.3 million PS4 sold since November, 2013.
Contrast that with PC shipments, where 70 million in one quarter is considered a bad result: http://betanews.com/2015/10/09/pc-shipments-decline-in-windo...
Or contrast it with the iPad's quarterly sales: http://www.statista.com/statistics/269915/global-apple-ipad-...
In FY2014 Apple sold 250 million iOS devices: http://www.geeky-gadgets.com/apple-to-sell-its-billionth-ios...
Add in Android phones and tablets and the games consoles are dwarfed in comparison, even the 3DS which has sold the most of the current games console generation.
1. https://en.wikipedia.org/wiki/Steam_(software)
2. http://recode.net/2014/02/26/a-long-tail-of-whales-half-of-m...
It doesn't matter if an individual does or doesn't pay for a game on their phone. What matters is revenue. Worldwide iOS and Android games revenue has outgrown consoles: http://fortune.com/2015/01/15/mobile-console-game-revenues-2...
>It doesn't matter if an individual does or doesn't pay for a game on their phone. What matters is revenue. Worldwide iOS and Android games revenue has outgrown consoles: http://fortune.com/2015/01/15/mobile-console-game-revenues-2....
Do you have any better source than a mobile analytics firm speculation? I for one have no clue where to get console game sales and where that firm got them is a mystery.
1. https://en.wikipedia.org/wiki/Steam_(software)#cite_note-12
Tencent is the biggest video game company in the world by revenue: http://www.newzoo.com/free/rankings/top-25-companies-by-game...
There are more mobile gamers in China than there are people in America: https://www.techinasia.com/china-mobile-gamers-america-peopl...
Games consoles aren't competitive with that scale.
http://mobilesyrup.com/2015/11/22/mobile-game-revenue-will-s...
http://theesa.ca/wp-content/uploads/2015/11/ESAC_2015_Bookle...
Console game revenues down by 32% since 2013, mobile game revenues up by 20%. Mobile games on trend to overtake console games and investment is being directed to mobile studios and titles. Don't take it personally, it's just how it is.
Doing trends for mobile games over short periods of time is entertaining but I am old enough to remember the same trend building that led to Zynga's IPO, social games were to kill console games before mobile games in the good old times of 2010-2011.