@mohs when you compare that to games: if you constantly need new seasons, battle passes and tons of new content, it means the core gameplay loop is broken.
At least that’s how I see it.
@tomekw that is a bad comparison I think. Because games are used for your entertainment and you use them only for the sake of themself. But a programming language is a tool you use to tinker with other objects.
There is no gameplay loop for a programming language. There is only the question: Is it useful in order to solve the problems you have?
The languages came up, as people saw some problems, that others did not cover, or even created the issues.
Needless to say, that these days most games are similarly evolving over time as long as there is a development happening.
@mohs fair :)
Let me rephrase: I think some languages try to over-engineer things for the sake of doing it, not to make them actually more useful.
@mohs To me—a noob—async happy path seems way too narrow. I run into sync/async borders fairly quickly and it doesn't seem like there's an easy fix, I'll have to learn how it works and at the moment it seems kinda complex. Not the basic idea but the actual implementation. This feeling is also backed up by seemingly regular appearance of posts about edge cases and how to deal with them and those posts are like a good chapter of a book. Or the other day I saw a 30 minutes video that explained like a dozen concepts that go into a 2-line async function definition that has almost all sigils in it and half a dozen traits/generic type and all are required to make it work.
@mohs I kinda want to try and do a dumb thread-pre-request web server just to see how slower it would be but also to see how everything sync within a request feels. I mean, it will be slower but do we care if it's 50 ms instead of 2 ms? But also all sync is much easier mentally, at least when coming from other languages that have no async.