Rewriting Playdar: C++ to Erlang, with code statistics
metabrew.com
metabrew.com
The erlang code is also much denser. I gziped the code to compare a fairer symbol count: it's 1535b vs 2916b, a 47% saving, not bad but not that impressive either, considering the refactoring in the new code.
From user's point of view, the new distribution is 4x larger (10MB vs 2.5MB) and uses much more memory, which is a bad deal. It's OK for a developer to scratch his itch but dramatizing the benefit of such scratch doesn't help anybody.
Even so, the c++ style means there will have been a slight linecount inflation.
My best guess at what you mean is that they incurred unnecessary risk by rewriting it in Erlang as opposed to some more mature language, but even then I'm not certain what would be meant by "risk", given that it's an open-source project that is distributed for free. In that context, it wouldn't be a business risk in any sense (particularly given that one could just decide to scrap the rewrite if it was turning out poorly).
Might it have been easier in Python or Perl? I have no idea, but it seemed to work out well enough in Erlang, so Erlang would appear to qualify as a "good tool" in this case, at least.