I'd also look into this newfangled OO thing people talk about. Agents seem to be a pretty reasonable way to think of parallelism, and the issues of a typing system that doesn't give preference to native types seems reasonable. On Tue, Oct 20, 2009 at 3:29 AM, Paulo Pinto <pjmlp@xxxxxxxxxxxxx> wrote: > Mostly Scala and F#, but with an eye on Haskell as well. > > I work on IT, and these are the languages that might eventually win the > hearts of some programmers. > > Personally I would like that Scala gets ahead, specially because I am a > Java/Python programmer by > day. > > But the ML syntax has a special place on my heart, which leads me then to > F# and Haskell, because > my university used to have lots of classes that required the use of Caml, > which made the syntax stick to > my brain. Not sure if that is so positive. :) > > So regardless of what some people might think of Microsoft, and their > dubious actions from time to time, > I do appreciate the effort they are doing with F# and Haskell to make > functional programming more mainstream. > > Cheers, > Paulo > > > On Tue, Oct 20, 2009 at 3:15 AM, Bob Pendleton <bob@xxxxxxxxxxxxx> wrote: > >> On Mon, Oct 19, 2009 at 3:33 PM, Paulo Pinto <pjmlp@xxxxxxxxxxxxx> wrote: >> > Hi Bob, >> > >> > those sound really nice ideas. >> > >> > I tend to think that many people still live on the stone age of >> computing by >> > restraining themselves to C or >> > similar languages. >> > >> > I rather get myself productive in a higher level language and only >> recode in >> > low level language like C, the >> > application parts that really need it. Sometimes the speed of the >> > application is good enough and no part >> > gets rewritten. >> > >> > Personally I am spending my hobby programming time with functional >> > languages, that are seeing a renaissance >> > with the availability of multi-core. >> >> Interesting. Which ones? I played with several back in the early '80s. >> And if you count Lisp among them then I was doing Lisp going back to >> the early '70s. The fact is that most of my best ideas are stolen >> directly from functional languages, the concept of actors, and good >> old communicating sequential processes. The rest are based on watching >> humans, from second graders to post docs, from newbies to seasoned >> software engineers, trying to write code without going nuts. >> >> Bob Pendleton >> >> > >> > Good luck for your project, you have quite a few nice ideas. >> > >> > Paulo >> > >> > On Mon, Oct 19, 2009 at 8:36 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >> wrote: >> >> >> >> "First off, the majority of languages (I almost said *all* but I do not >> >> know *all* languages) were designed around the idea that resources are >> >> scarce" >> >> >> >> "I want message passing and >> >> multithreading to be so intrinsic in the language that you get them >> >> without even thinking about it." >> >> >> >> Honestly i was thinking "great, yet another language!" when i started >> >> reading but your ideas are interesting and i think there's some good >> >> potential here (: >> >> On Mon, Oct 19, 2009 at 11:18 AM, Bob Pendleton <bob@xxxxxxxxxxxxx> >> wrote: >> >>> >> >>> Thanks to everybody who replied. I haven't replied because I figured I >> >>> needed some time to let my fevered imaginings simmer down. >> >>> >> >>> I'm going with the language #4 plus muxing in some of #5. >> >>> >> >>> A bunch of you expressed interest in helping with the stonewolf >> >>> programming language. So, I'm going to post my thoughts on the subject >> >>> here and see what you folks think about what I want to do. >> >>> >> >>> First off, what am I thinking about, why do I think we need a new >> >>> language? There are lots of reasons. Most of them are outside of what >> >>> is IMHO the "normal" way of looking at programming languages. >> >>> >> >>> First off, the majority of languages (I almost said *all* but I do not >> >>> know *all* languages) were designed around the idea that resources are >> >>> scarce. Think about C and C++. C was designed in the '72 and C++ was >> >>> designed starting in '79. In '79 I bought 16 kilobytes of ram for my 2 >> >>> megahertz z80 for $110 which is $327 in 2009 dollars. In '72 I could >> >>> not afford to buy 16KB of ram. It was too expensive. >> >>> >> >>> OTOH, a little over a month ago I bought 4 gigabytes of RAM for $50. >> >>> That 2009 $50 has the same buying power as $9.68 in '72 and $16.82 in >> >>> '79 (we had a lot of inflation during the '70s). >> >>> >> >>> What is my point? Those two languages were designed when a megabyte >> >>> was a *huge* amount of memory. In the '70s the hacker slang for a >> >>> megabyte of RAM was "moby" as in the great white whale. The basic >> >>> assumption forced on language designers was that memory was scarce and >> >>> expensive. The same goes for processors. My aging AMD 64 dual core >> >>> processor has more computing power than was available from all the >> >>> computers on my university campus combined. The computer graphics chip >> >>> on my mother board was literally science fiction in the '70s. Top of >> >>> the line multimillion dollar graphic displays were used in the 1982 >> >>> movie "Wrath of Kahn". Right now you can get better graphics >> >>> technology for $10 in the discount bin at Goodwill. >> >>> >> >>> Another scarcity assumption drove the complete separation of >> >>> C/C++/Java from their libraries. C was designed for embedded systems, >> >>> telephone switches, where you could not assume that you would have a >> >>> keyboard, or a disk, so all I/O was removed from the language. The >> >>> same happened for things like the math library. In the bad old days >> >>> only expensive mainframes (multimillion dollar machines) had floating >> >>> point hardware. Even some of the biggest supercomputers didn't have a >> >>> hardware floating point divider. You kept as much out of the language >> >>> as possible because a runtime library couldn't add more than a few >> >>> kilobytes to user programs if you expected the programs to fit in >> >>> memory. Now days I can have hundreds of megabytes of runtime library >> >>> and it won't affect my ability to run a program. In the future I can >> >>> have a multigigabyte runtime and not worry about it at all. >> >>> >> >>> Even though languages like Java and C# were designed much later they >> >>> carry forward a bunch of the assumptions of scarcity found in older >> >>> languages like C and C++. >> >>> >> >>> The result of these assumptions is that programmers have to spend a >> >>> great deal of time worrying about things like "does the interface use >> >>> and int16 or an int32?". Why should I have to do that? Why not just be >> >>> able to use a "number"? Why should I care how it is represented? I >> >>> want to break all the assumptions I see built into these languages. >> >>> Why did I have to write my net2 library? Why shouldn't a modern >> >>> language just support asynchronous network IO the way it supports >> >>> doing a floating point divide? >> >>> >> >>> Ok, a bunch of you just went Huh? what about efficiency? Well the way >> >>> I see it is we will have at least two levels of programming going on. >> >>> Just like we currently do with game engines. One level of programming >> >>> worries about making things super efficient so the game runs fast >> >>> enough, these are the engine programmers. The other level are the so >> >>> called scripters. These are people who actually write the game but >> >>> they do it in a language like Lua or Python that is embedded in the >> >>> game engine. The scripters don't have to worry so much about the >> >>> efficiency of their code because it is all written to use highly >> >>> efficient code that already exists. If the scripters need a new >> >>> feature they don't usually write it in the scripting language, they >> >>> get someone else to write it in a language like C++ and add it as an >> >>> interface that they can use. >> >>> >> >>> One way to think of it is to think of a language with all the parts >> >>> (and much more) of a game engine built into the language rather than >> >>> having a language built into a game engine. I really want a lot more >> >>> than that. >> >>> >> >>> What I want is a language that is designed to make use of massive >> >>> amounts of memory and hundreds or thousands of hardware threads that >> >>> contains all the libraries I am likely to ever need and the ability to >> >>> easily integrate libraries I didn't imagine I would ever need. >> >>> >> >>> Yeah, but what about efficiency? Let's define language efficiency as >> >>> the amount of your life you have to spend to write a program a >> >>> complete program. Or, as the ratio of the number of programs you can >> >>> write in a year using different languages. If I can write one major >> >>> program a year in C, and 1.5 per year in C++ then I want to be able to >> >>> write 10 in Stonewolf. Which would make Stonewolf 10 times more >> >>> efficient in terms of my life span than C. (BTW, if Stonewolf actually >> >>> lets me get to 3 I would consider it a wonderful achievement.) >> >>> >> >>> I also want to get as far away from C based syntax as I can without >> >>> creating something worse. I want control structures that can be >> >>> automatically converted into high level parallel code. I want to make >> >>> executable code a true full fledged data type so it is easy to >> >>> replicate it across a "cloud" and to make it part of a class in a >> >>> database. I want unicode to be built in from the beginning and not >> >>> tacked on as an after thought. I want message passing and >> >>> multithreading to be so intrinsic in the language that you get them >> >>> without even thinking about it. >> >>> >> >>> So, that is what I want, what do you think? >> >>> >> >>> Ok, I thought I would start out with a fevered rant and see what kind >> >>> of a reaction I get. I have actually been writing a speculative >> >>> specification in fits and starts for 5 or 6 years. I'm holding off on >> >>> posting any of that because I want to get other people thinking about >> >>> all this without tainting your imaginations. >> >>> >> >>> Currently I'm messing around with what I call plumbing code just >> >>> trying to see what I can do to make it fit into a Unicode world. I >> >>> haven't found a suitable parser generator, I'm real picky about error >> >>> reporting and recovery, so I'm planning to just do a hand coded >> >>> recursive descent parser. And, I'm committed to using C++ as the >> >>> implementation language. Lots of good reasons for using C++. The best >> >>> one being that C++ makes a great extension language for Stonewolf. >> >>> >> >>> Bob Pendleton >> >>> >> >>> >> >>> On Fri, Sep 18, 2009 at 1:36 PM, Sami Näätänen <sn.ml@xxxxxxxxxxxxxxx >> > >> >>> wrote: >> >>> > On Thursday 17 September 2009 20:00:59 Bob Pendleton wrote: >> >>> >> Ok, so I'm sitting here thinking about what I am going to work on >> >>> >> next. Right now I am finishing up work on atomic ops for SDL 1.3 >> and I >> >>> >> have promised to work on multiple device handling for SDL 1.3 on >> >>> >> Linux. (it is sort of messed up right now.) But, that won't take a >> lot >> >>> >> of time, I hope, so I'm thinking about new projects. So, I thought >> I >> >>> >> would ask what you folks thought about some ideas and see if maybe >> >>> >> y'all could make some suggestions? >> >>> >> >> >>> >> In no particular order.... >> >>> >> >> >>> >> 1) Write the space war game I always wanted to write. Yeah, that >> one, >> >>> >> or is it three? No, I think there are least 20 games in that bag. >> >>> >> >> >>> >> 2) Write yet another 3D drawing/layout program. This would be the >> kind >> >>> >> of program you need for drawing 3D items and doing level layout and >> >>> >> design. Trouble is there are a million of these. Reason for doing >> it: >> >>> >> I've never seen one that took less than *months* to learn to use. >> Or, >> >>> >> they only run on Windows or Mac so I've never tried them :-). >> >>> >> >> >>> >> 3) Build a planet sim so you can create game worlds without having >> to >> >>> >> do it by hand. This one popped out while I was thinking about #1. I >> >>> >> spent a lot of time learning just how hard it is to subdivide a >> >>> >> sphere. Spheres are really nasty. >> >>> >> >> >>> >> 4) Stonewolf, the programming language: I have started at least 8 >> >>> >> times to develop a language designed for multimedia apps whose >> design >> >>> >> is aimed at the future, not the past. Designed for 64 bit address >> >>> >> spaces, terabyte disks, and hundreds of cores. I have settled on >> the >> >>> >> name, Stonewolf. Two things that a language needs are a cool name >> and >> >>> >> a developer with a beard. Seriously, look it up. All the cool >> >>> >> languages were developed by people with beards. The name is >> important >> >>> >> too. Consider that three of the greatest languages in the history >> of >> >>> >> computing, Lisp, Scheme, and Smalltalk, were all pretty much killed >> by >> >>> >> their names. No real programmer wants to spend all day lisping, >> >>> >> scheming, or making smalltalk. >> >>> >> >> >>> >> 5) Spend the time meditating, reading sutras, and practicing Kung >> Fu. >> >>> >> At least I would feel a lot better :-) >> >>> >> >> >>> >> Except for #5, I would, of course, blog writing and otherwise make >> >>> >> lots of noise about what I was doing. >> >>> >> >> >>> >> Comments? Flames? >> >>> > >> >>> > Well I would do 4th first. >> >>> > Then use it to do 1st and give the first try for the language (As a >> >>> > proof that >> >>> > it is complete). >> >>> > Now it is time to do the 2nd and 3th in parallel using Stonewolf of >> >>> > course. >> >>> > >> >>> > Oh and mux some 5 to the whole period to balance everything. >> >>> > >> >>> > PS. I would like to help as much as I can manage in that language >> >>> > design and >> >>> > development. >> >>> > >> >>> > --------------------- >> >>> > To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >>> > >> >>> > >> >>> > >> >>> >> >>> >> >>> >> >>> -- >> >>> +----------------------------------------------------------- >> >>> + Bob Pendleton: writer and programmer >> >>> + email: Bob@xxxxxxxxxxxxx >> >>> + web: www.TheGrumpyProgrammer.com >> >>> >> >>> --------------------- >> >>> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >>> >> >>> >> >> >> > >> > >> >> >> >> -- >> +----------------------------------------------------------- >> + Bob Pendleton: writer and programmer >> + email: Bob@xxxxxxxxxxxxx >> + web: www.TheGrumpyProgrammer.com >> >> --------------------- >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >> >> >