quote:Original post by cowsarenotevilquote:Original post by Imperilquote:Original post by cowsarenotevilquote:Original post by Imperil
But when you can develop applications in 1/2 to 1/3 of the time in C# compared to C++, that is what professional developers will use.. because it is a business after all.
Please explain. Unless C# comes with a magical physics and rendering library, this 1/2 to 1/3 stuff is nonesense.
Wrong it is not nonsence, and I will explain.
First off we are talking about Windows application development on the future operating systems, not games.
BUT
Yes Longhorn does have a brand new rendering library for Windows!! and the .NET languages with managed code take advantage of that.
At work I developed in C++ professionally for YEARS. My whole team was asked to switch to C# for a test run awhile ago, and we have stayed with the language since then.
Our productivity shot up 39% and we get more done than ever. When you work on enterprise projects with a team there are always bugs, and most will be related to memory and buffers =] C# takes care of this and due to that fact sometimes MONTHS of development time are shaved off.
I have nothing against C++ as I have said.. I have been using it since a year or so after Bjarne first brought it mainstream... and it was slow and buggy back then compared to what we have now.
I mean even look at the DirectX SDK code. In C# you might need 10-15 lines of code instead of 200-300 lines of code in C++ =]
Firstly, since when aren''t games applications? Secondly, what is this new rendering library, and where can I learn about it. And I don''t see why anyone using C++ should need more than 10-15 lines to initialize DirectX.
By the way, increasing productivity by 39% is far from dividing development time in half/by one third.
Well, again he is talking about a Windows specific. So just because it is faster developing with a certain platform-specific SDK doesn''t translate to developers on other platforms using it on those platforms.