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Nathan2222_old

Just another thought (designing a fast but powerful language)

77 posts in this topic

Are you sure what you want/need is a new language, and not just a nice framework/library for whatever task it is you want to achieve?
 
There is no language that is best on everything (or produce the least amount of lines for everything), you have to define what you want to do first.
 
Without a task, the discussion is rather pointless.

if i wanted to use a framework that could do what i wanted to achieve (there is none), my first post on this forum wouldn't have been about making game engines :)
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Are you sure what you want/need is a new language, and not just a nice framework/library for whatever task it is you want to achieve?
 
There is no language that is best on everything (or produce the least amount of lines for everything), you have to define what you want to do first.
 
Without a task, the discussion is rather pointless.

if i wanted to use a framework that could do what i wanted to achieve (there is none), my first post on this forum wouldn't have been about making game engines smile.png

 

 

Even if there's nothing now that can do what you want, it would be easier to create a framework and tools based on current languages than to try to create a brand new one.

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Are you sure what you want/need is a new language, and not just a nice framework/library for whatever task it is you want to achieve?
 
There is no language that is best on everything (or produce the least amount of lines for everything), you have to define what you want to do first.
 
Without a task, the discussion is rather pointless.

if i wanted to use a framework that could do what i wanted to achieve (there is none), my first post on this forum wouldn't have been about making game engines smile.png

 

i wonder if discussing YOU is not pointles, probably it is a bit pointless if you know what i mean, You are making yourself a bit like center of this forum by stating a banal statements ( like a big thousands of newbies before) or statements wich subjects is less the programing and more your person not programming -[ though on the other side, I did the same thing 10 years ago, also you have right to make simple statements,] I would like to comment in the same mode you do to share my own opinion not only yours here

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Are you sure what you want/need is a new language, and not just a nice framework/library for whatever task it is you want to achieve?

There is no language that is best on everything (or produce the least amount of lines for everything), you have to define what you want to do first.

Without a task, the discussion is rather pointless.

if i wanted to use a framework that could do what i wanted to achieve (there is none), my first post on this forum wouldn't have been about making game engines :)

Even if there's nothing now that can do what you want, it would be easier to create a framework and tools based on current languages than to try to create a brand new one.
i will try that, it will help me to gain more experience. Qt is on my list.
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i will try that, it will help me to gain more experience.

 

You probably want to get the experience first before even attempting it.  What you're considering is a huge task for a single person with a lot of experience.

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i will try that, it will help me to gain more experience.

 
You probably want to get the experience first before even attempting it.  What you're considering is a huge task for a single person with a lot of experience.
I'll definitely need to learn more than c++ and lua. I want everything to be right. This is like the only project i think i *may* not want to do solo.
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In my thoughts, i've created a google chrome style browser with less than 300 lines of code. It involves some sort of AI and the language uses specify a lot.

… and if you could actually do that sort of stuff in the real world instead of in your thoughts, Google (and lots of other companies) would throw so much money at you that you could end all poverty and still have more money than you could ever spend.

 

If we're going to go all dreamy, I can think of a machine that looks like a really cool hat that you can wear, and makes every game idea you'll ever think of magically appear fully created with the best graphics and gameplay ever. You don't even have to type a single line of code. How can any other invention ever beat that for game development? It'll use some clever neuro-science or something, and you have to focus on your idea for 10 seconds.

 

There is a world of difference between "I've got this fantastical magical thought-concept for something - I'm sure it's going to be awesome" and "This is a fully-functioning realization of an idea".

The former is easy. Ideas are generally easy.

Execution is hard.

 

haha, hat, that was good 

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You still don't even know what problem(s) you are trying to solve. Unless and until you can name a concrete area in which your language will be different, you're just scrabbling around in the dark. And unless you can argue convincingly that that language difference is an advantage, nobody will ever care.
 
 
I started building a new programming language eight years ago. It still is far from finished and lacks even the most basic tools like a debugger. Granted, I don't spend huge chunks of time on it except for rare occasions, but that should give you some idea of what you're up against. Oh, and I started with a very clear list of things I wanted to solve and why my approaches were advantageous.

i see that (you) replied on one 2007 article on how to make debuggers.
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ultramailman, on 18 Feb 2014 - 4:32 PM, said:

Are you planning to write a compiler for this language you have in mind?

Yeah. An ide.
Won't i have to?

 

You won't have to. But it might be good to try writing a compiler for a simple and existing language first. After that, you should have more insight.

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ultramailman, on 18 Feb 2014 - 4:32 PM, said:

Are you planning to write a compiler for this language you have in mind?

Yeah. An ide.
Won't i have to?

 

You won't have to. But it might be good to try writing a compiler for a simple and existing language first. After that, you should have more insight.

 

Chances are, a language will have enough basic features from an existing language, that you could just start on those. It's not that hard to chanrge syntax as you write a compiler -- the hardest challenge with doing that is updating tests. So you can start writing the language with what syntax you think it'll have, implementing those simple features you know your language will have in one fom or another. And it allows you to play with your language as early as possible.

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ultramailman, on 18 Feb 2014 - 4:32 PM, said:
Are you planning to write a compiler for this language you have in mind?
Yeah. An ide.
Won't i have to?


You won't have to. But it might be good to try writing a compiler for a simple and existing language first. After that, you should have more insight.
Chances are, a language will have enough basic features from an existing language, that you could just start on those. It's not that hard to chanrge syntax as you write a compiler -- the hardest challenge with doing that is updating tests. So you can start writing the language with what syntax you think it'll have, implementing those simple features you know your language will have in one fom or another. And it allows you to play with your language as early as possible
the purpose of designing the language will be to enable anyone willing to spend a few hours learning a few things be able to create whatever they want.

I've been searching google throughout for things like AI programming languages (by AI, i don't mean languages used to program AI), smart languages, intelligent languages which led me to text vs visual programming (i really didn't know if there was a thing like visual programming till today) and then i started noticing the c vs c++ vs python vs other languages and started searching for things like has programming changed in 10 years. Some of these things may not be directly related but i did see several of my ideas spread over all of them.

No, i haven't made an OS, game engine, ide etc. but i want to do that before even trying to do make this language. My old signature showed that.
After making the language, i'll probably redo the projects in my language as a test.
I haven't programmed in two days probably because i think a lot and new ideas pop out and i leave my learning but i like coding.
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After making the language, 

 

you will be probably at age of 90 then (you doing many assumptions about your superpowers)

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the purpose of designing the language will be to enable anyone willing to spend a few hours learning a few things be able to create whatever they want.

So you're making easy to learn as an objective. That's concrete, but then why is your language better than other languages with a similar goal, like python and Go? It also goes against some of your other objectives.

I've been searching google throughout for things like AI programming languages (by AI, i don't mean languages used to program AI), smart languages, intelligent languages which led me to text vs visual programming (i really didn't know if there was a thing like visual programming till today) and then i started noticing the c vs c++ vs python vs other languages and started searching for things like has programming changed in 10 years. Some of these things may not be directly related but i did see several of my ideas spread over all of them.

There is indeed quite a body of knowledge out there about language design. But you need to design to what you know, so IMO you should have a concrete niche for your language before really getting into research.

No, i haven't made an OS, game engine, ide etc. but i want to do that before even trying to do make this language. My old signature showed that.
After making the language, i'll probably redo the projects in my language as a test.
I haven't programmed in two days probably because i think a lot and new ideas pop out and i leave my learning but i like coding.

Making an OS, a game engine, or an IDE are big projects on their own. So is making a compiler for your language. Working on your own, part time, I wouldn't aspire to do more than one of them. You can dream, but planning things that far down the road is futile.

But my point was that you can't design a good language for these task if you don't know what the challenges in them are.
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I disagree with this. Design is an important, especially with a giant project like a compiler. Code is important, to be able to test out features, but Nathan2222 is no where near ready to write any code.

I know design is important, but Nathan2222 is so lost in the theory of making a language and compiler that he is going to spend more time designing it, finding problems with it, redesign it, find more problems, etc and never get to the coding. Even Bjarne Stroustrup, in I believe it was his C++ Programming Language Special Edition, said it is better to get a foundation down quickly and then slowly add features and build on it rather than being stuck in an infinite design loop. I believe I've seen the same concept applied to video game programming too. That is why I stick to code more and think less, because I, myself, have stopped production on some projects or games because I would start finding things I didn't like and want to redesign them and then get lost in the design process.

Edited by BHXSpecter
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I disagree with this. Design is an important, especially with a giant project like a compiler. Code is important, to be able to test out features, but Nathan2222 is no where near ready to write any code.

I know design is important, but Nathan2222 is so lost in the theory of making a language and compiler that he is going to spend more time designing it, finding problems with it, redesign it, find more problems, etc and never get to the coding. Even Bjarne Stroustrup, in I believe it was his C++ Programming Language Special Edition, said it is better to get a foundation down quickly and then slowly add features and build on it rather than being stuck in an infinite design loop. I believe I've seen the same concept applied to video game programming too. That is why I stick to code more and think less, because I, myself, have stopped production on some projects or games because I would start finding things I didn't like and want to redesign them and then get lost in the design process.

That may be a sound aproach, but Nathan2222 currently hasn't been able name the design goals of his language. That needs to come first. He can start learning compiler design and the tools and libraries that are available for that, but coding novel language features is woefully premature.

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In my thoughts, i've created a google chrome style browser with less than 300 lines of code.

In my thoughts I'm like a magical flying unicorn dude.

 

 

In my thoughts I've convinced Salma Hayek to be my personal pleasure slave for life

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After making the language,


you will be probably at age of 90 then (you doing many assumptions about your superpowers)
this isn't something i'll do on my own
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After making the language,


you will be probably at age of 90 then (you doing many assumptions about your superpowers)
this isn't something i'll do on my own

 

as to making many things on your own, i personaly belive that today it is more hard than before (in 80'ties etc) (see some thread here on this forum if making games is harder today,) some people belive this is easier, but personally i belive this is much harder, and this is a problem imo (everyting growed 10 or 20 times in complexity or so, )

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Domain specificity can be taken to extremes in order to simplify languages, but then you lose flexibility:

 

main

{

    play_my_mmorpg()

}

 

is a language, assuming that all of the details of the mmorpg are already written and linked in via the compiler's standard inclusion mechanisms. But you can only write one game with it. As you extend the language to allow you to modify the output, you add complexity.

 

So you trade off. If you want your language to be simpler than existing solutions, you have to lose flexibility.

 

Maybe there is a magic, silver-bullet approach nobody has thought of yet. Maybe it is sitting out there waiting to be discovered. What you have to ask is, given that many thousands of extremely experienced and educated computer scientists with years of work and research behind them have been studying these topics for decades, how likely is it that you will be the one to invent it?

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Domain specificity can be taken to extremes in order to simplify languages, but then you lose flexibility:

 

main

{

    play_my_mmorpg()

}

 

is a language, assuming that all of the details of the mmorpg are already written and linked in via the compiler's standard inclusion mechanisms. But you can only write one game with it. As you extend the language to allow you to modify the output, you add complexity.

 

So you trade off. If you want your language to be simpler than existing solutions, you have to lose flexibility.

 

Maybe there is a magic, silver-bullet approach nobody has thought of yet. Maybe it is sitting out there waiting to be discovered. What you have to ask is, given that many thousands of extremely experienced and educated computer scientists with years of work and research behind them have been studying these topics for decades, how likely is it that you will be the one to invent it?

The silver bullet here could be working 25 times faster than other specialist (doing in one day the things they do in 25 days) but very soon

i think you would die because of exhaustion 

 

Other way would be to live 400 years and doing tings at normal speed (even resting when tired to get back the motivation) but then you will die becouse of groving old

 

that is the situation 

 

(my personal approach is closer to the second way mentioned, Im trying to be patient and do only some small kind of things but aimed

at some kind of base quality, yet it is all (even simple thing) very hard)

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Domain specificity can be taken to extremes in order to simplify languages, but then you lose flexibility:

main
{
play_my_mmorpg()
}

is a language, assuming that all of the details of the mmorpg are already written and linked in via the compiler's standard inclusion mechanisms. But you can only write one game with it. As you extend the language to allow you to modify the output, you add complexity.

So you trade off. If you want your language to be simpler than existing solutions, you have to lose flexibility.

Maybe there is a magic, silver-bullet approach nobody has thought of yet. Maybe it is sitting out there waiting to be discovered. What you have to ask is, given that many thousands of extremely experienced and educated computer scientists with years of work and research behind them have been studying these topics for decades, how likely is it that you will be the one to invent it?

i don't like mmorpg's.
The possibility of me inventing a language like that, i'll say 50:50.
I've also wondered the same thing. What could i make that hasn't been done. Why would i want to make an OS when there's Microsoft and Apple, why would i would i want to make a game engine when there's Unreal and cryengine?
There's also why is it that anytime i check google to demotivate me from doing these i see people making exactly what i'm intending to make. Why are people making languages, why are people making OS's, why are people making engines, why would Apple think of making a search engine? Also, why aren't there 4 programming languages, why didn't they leave it at 4? It's all readily available but yet it's still being done.
About 3 months ago, the question was why would i want to program? Why don't i just sit down and wait for numerous companies to churn out consumer products for me to use and not bother about anything? Well, about 3 months later i'm asking for this.
It's a lot of why's.
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