I’m a bit concerned that some of the decisions that he’s making in the language are leading towards traps that have caught other language designers in the past, but because he’s rejecting that expertise, he has to learn from experience, at greater cost. These concerns are motivated by specific things I’ve seen in Jai code, but I don’t really want to dive into the specifics, since Jai is unavailable.
It only seems like academic research has diverged because the benefits of current research haven’t materialized as real, usable features in programming languages that people use to get work done. But if you look at features that we use in day-to-day programming right now, you can trace the heritage of these features back to research programming languages (like Self or Haskell) and then farther back to more abstract research into esoteric subjects like category theory and substructural logic.
The esoteric parsers that people invented in the past were, in a sense, necessary because people were ignorant of how to design languages in such a way that they could support a rich syntax without using a complicated parser. It took a lot of academic research for us to figure out that, say, you could probably use an LALR parser for lots of existing languages, and you could stick to LL(1) for new designs.
But I think during the recent decades, there has been a consensus that perverse incentives in academia are degrading research quality and preventing papers from becoming actually usable in real-life applications (mainly with the focus of paper metrics and the constant need to apply for grants). So although I think academia is still important long-term, I understand why some people would think it's becoming less useful.
Actually that's probably under-selling the problem. It's not just that Jon doesn't value the opinions of academics, he doesn't really value the opinions of anyone except Jonathan Blow.
Which is probably a healthy way to attack your first video game project, it's not as though Braid would be more likely to be a success if Blow stopped believing in it himself. But I would be surprised if that's true of a programming language.
> most academic CS works haven't really helped developers in building better programs and tools
It's doubtless possible to measure "most works" and "really helped" in ways which allow you to either draw this conclusion, or not, as you prefer but I don't think that's a useful way to think about it at all.
to be fair to Jon, he works in a subset of software development that most do not: video games.
the kinds of problems that Jon sees do encompass the things that we all see, since he uses the same operating systems that we do, the same compilers, and just generally the software available to him is the same as what is available to all of us.
where the experience of a game developer really differs from that of, say, an enterprise software developer is the complexity of the problem being solved and the speed at which the problems in games must be solved. additionally, it is trivial to compare two games of the same genre and determine which looks better and which feels better. so, performance and quality are of prime importance to a game developer.
game performance and playability directly correlate to game sales in many cases, and game sales directly correlate to employment as a game developer. game developers want to create games specifically, so they want to continue working as game developers. so, they want to create successful games, so they want to create games that perform their best and that look their best so that more players purchase the game.
Enterprise and commercial software developers simply do not have the same types of pressure on them. It is perfectly fine for an enterprise software developer to use object oriented code which consumes 8 bytes of network capacity to transfer a single boolean value because the performance and latency of enterprise applications does not impact their use except in extreme circumstances.
game developers will redesign lots of their types to net a 2 byte savings on a data structure if that is what it takes to keep a full multiplayer game update in a single 1492-byte network packet and avoid packet fragmentation. game developers will spend 200 hours changing their data structures so that they fit more efficiently into CPU cache lines and they will change how game logic is processed so that they miss the CPU data cache as little as possible, because CPU cache efficiency directly relates to performance on almost all modern platforms. these are problems that simply do not exist within most enterprise's software development teams.
and because those are problems that do not exist for enterprises, those are problems whose nature and whose solutions are not taught at University.
Jon has been a game developer for almost his entire career, so he sees things differently than people on this website. people who work at startups and seek angel investment so they can scrape by long enough to deliver an MVP and be purchased have wildly different priorities than a game developer who wishes to succeed as a game developer.
in general I think the wider software development community could learn a great deal from game developers. the software written by developers who are not game developers is almost unilaterally unacceptably slow.
Most general purpose software developers simply do not have the experience to understand how egregiously bad most general purpose software is. Jon does. and his complaints regarding academia reflect the reality he sees.
Game developers are not radically different from other developers. You see game developers leave the game industry and become programmers somewhere else, or you see programmers in another industry become programmers in the game industry. It is not a big deal.
While you could find some game developers who care about saving a couple bytes to fit something in a single network packet, you can equally find developers elsewhere who care about the same thing. Shave some time off your latency numbers and people stay on your website or app, they buy things or watch ads, your company gets money, you put it in your performance review. That’s just the most boring example I could think of. There are more interesting examples. Most programmers are simply not interested in saving a few bytes or a few cycles because they have features to work on. That includes game developers.
We fetishize low-level programming too much. Low-level programming is, in a sense, easy, because you are working with components that are simpler and have better documentation.
never in my 30-year career have I witnessed a single game or emulator developer STOP caring about these things.
> I think I’ve never heard someone romanticize a profession as hard as what you’ve done here.
Go fuck yourself. it isn't me romanticizing, it's you thinking you know more than others by default, and outright dismissing the viewpoint of others. go away from me and stay away.
OTOH I remember when one man doubled the framerate of a Nintendo game: apparently not all game developers care so much if they leave so much performance unused..
It isn't a contest you know..
A lot of these things do find some modest niche to survive in. But none really take over the world as originally forecast by the hype wave.
Ultimately, you either enjoy tinkering with programming languages for personal enrichment, or you do not. Hardly anyone is actually using anything else at our Java/C#/Python/C++ day jobs.
So I didn't believe it before, but it's starting to seem more plausible.
Of course, it'll take a very long time. There's a lot of C code out there. :D
It may be the case that some people use Rust but without Rust jobs, there will be no pool of experienced developers to later draw on.
Most of the world are things other than real systems programming. C++/C#/Java/Golang are likely better choices for this than either C or Rust.
But a C-like language is necessary. Rust may be (very slowly) displacing C for systems programming.
As you mention, it takes awhile for the pool of experienced developers to show up.
Anecdote: My company is a nearly 100% Rust shop and we have never made it a job requirement.
Many proclaim that compile-time safety using type theory is the only way to create reliable low-level software, but I think it can alternatively be done with good data structure design and various compiler tooling that instead catch these errors at runtime (generational indices/references, Address Sanitizer, and recently Zig's safety mode). We need to explore multiple directions to really solve the memory safety problem, and I don't think Rust is the only way (although it is a viable way, proven by some recent successful applications).
It's already the case that people are using "logic add-ons" for additional rust static analysis, so one wonders exactly why is it generally speaking that borrow checking itself must occur at the compilation step.
Trivially, one could create an annotation layer on top of zig or c that exactly replicates the rust syntax and performance borrow checking in the same way. It wouldn't be exactly the same because there isn't RAII but you can make correct inferences about what is happening in the body of the functions.
Zig is getting an absolutely enormous boost from the fact that it is a self-contained C ecosystem that can cooperate with others. Zig has tripped into a very powerful niche--a lot of people LOATHE the build systems of the C/C++ world. If Zig gains very much more traction there, it's going to be extremely hard to dislodge.
I suspect that there are FAR more users of "Zig as C build system" than there are of "Zig as a language".
It is my fondest hope that the Linux folks will finally beat the cargo out of Rust.
But cargo already isn’t in Rust. There are AFAIK no cargo-specific concepts that have leaked into Rust, the language. It is very straightforward to build Rust code without using cargo, for example with a makefile.
The reason other tools are slow to add support for rust is because cargo is so ubiquitous in the rust ecosystem that there is little point (I’d estimate that >99% of Rust code is built using Cargo), and not because of any technical impossibility.
Who’s actually getting into these closed betas?
The one part I disagree with is:
> A lot of these things do find some modest niche to survive in. But none really take over the world as originally forecast by the hype wave.
One of Blow's critique of C++ is specifically that it's trying to be the everything language. Jai's goal is to be for video game development, and that's it. Not for embedded systems, not kernels, not drivers, not high performance computing, not operating systems. Just video games.
Yes you could program anything in the language, just like you could programming anything in any language. But he's designing the language for video game development. The whole reason he's making it is specifically for video game development, and he's been very explicit that he believes that a language should not try to be designed for use in every application.
[0]: https://www.youtube.com/playlist?list=PLmV5I2fxaiCKfxMBrNsU1...
If other domains benefit from that, he's not going to actively bar them from using his language, but he also won't give them much consideration.
But:
1) Lots of things things have high overlap with fast/LL languages.
2) I imagine there are nice returns to focusing the language on a specific use-case, even more so when the core developers are not actively using it for the other use cases (I doubt he or his team will be doing embedded work anytime soon).
Ruby also suffered from a proliferation of ill-advised programming practices (monkey patching) and there was also some drama in the Ruby community (Rails Is a Ghetto). These were fixable problems and the Ruby community took steps to stop monkey patching everything and maybe address the other problems, but in the end, I think would-be Rails developers started using Node.js, and Ruby fell from the public spotlight.
As far as I can tell, Python survived by virtue of tools like NumPy, SciPy, Pandas, PyTorch, OpenCV, etc. Kind of a universal glue language for people who don’t want to write C or C++. Otherwise, I think of Python and Ruby (as languages) as nearly interchangeable. Python had its own issues to work through (2 -> 3) and its own drama, but it settled in some more stable niches and seemed to have fewer mercurial personalities at the center of it all.
Python becomes very popular not by virtue of its tools, but by virtue of its intuitive and beginner friendly syntax. Because of this essential trait the useful tools and libraries are flourishing in the Python eco-system.
You are right that RoR is like a Ghetto and RoR is not considered as Ruby language. On this aspect, I think D has done a good job to ensure that any D based library and framework will still resemble D language. Like they said with great power comes great responsibility, and I'm afraid that Jai will follow Ruby and Lisp becoming untouchable by the mere mortals except only for a selected few domain expert programmers maintaining very niche applications.
[1]Stop Designing Languages. Write Libraries Instead:
interesting, i wonder why?
I think cutting through the hype-train is something every engineer learns with time, but some times there are diamonds to be picked out.
At least for my own anecdotal experience, Rust has lived up to a lot of the hype for the time-critical low-level projects I was formerly performing with C/C++.
And to that extent, Go has been very successful (virtually the entire container ecosystem and a good chunk of the broader cloud ecosystem). It is doing a lot of stuff that would have previously been in Java or C# or Python or Node or Ruby (contrary to your “hardly anyone is actually using anything else…” remark).
Of course, older languages are naturally going to have more jobs because there’s an enormous volume of legacy code that can’t be cheaply translated to a new language, but so you have to look at the distribution of languages among new projects to be able to even begin making reasonable comparisons between languages, and even then a historically Java shop is probably going to give a ton of preference to Java, so here too we see a lot of weight given to older languages irrespective of their merit.
An entire area of software that is completely unnecessary, but because the gods at Google gifted it to us, people have to pretend it's amazing
No native macOS then?
> No virtual functions
> Jai is less dogmatic
okay
Or Pi, or iOS, or practically all Android hardware… Kind of a non-starter IMO. Maybe this was marginally acceptable when the language started in '14 but it becomes less so every year.
JB already ported the compiler to Nintendo Switch several years ago.
https://old.reddit.com/r/NintendoSwitch/comments/cixsoy/jona...
Jon is writing it for his needs, and this thread is full of people saying "it doesn't meet my needs!" So what? it's not for you!
Their primary platform is Windows, and the game in its current very early state is also running on Windows.
What's the value in porting it to Raspberry Pi or Android?
From the streams it looks like a Linux port is usually mostly up to date, and MacOS understandably lags behind. But neither of these platforms have any high priority for now.
That's ridiculous but seeing the odd level of interest in this language that almost nobody can use means maybe it's working.