Knowledge of windows internals? - windows

I wondered if any of you have knowledge of the internal workings of windows (kernel, interrupts, etc) and if you've found that you've become a better developer as a result?
Do you find that the more knowledge the better is a good motto to have as a developer?
I find myself studying a lot of things, thinking with more understanding, I'll be a better developer. Of course practice and experience also comes into play.

This is a no brainier - absolutely (assuming you're a developer primarily on the Windows platform, of course). A working knowledge of how the car engine works will make a lot of common programming tasks (debugging, performance work, etc) a lot easier.
Windows Internals is the standard reference.

I believe it is valuable to understand how things work underneath. CLR/.NET to C++, native to ASM, ASM to CPU architecture, building registers and ops from logical gates, logical gates from MOSFETs, transistors from quantum physics and the latter from respective mathematical apparatus (group theory, etc).
Understanding low level makes you not only think different but also feel different - like you are in control of things, standing on the shoulders of giants.

More knowledge is always better, and having knowledge at many levels is a lot more valuable than just knowing whatever layer of abstraction you are working at.
A good rule of thumb is that you should have a good knowledge of the layer below the layer where you are working. So, for example, if you write a lot of .NET code, you should know how the CLR works. If you write a lot of web apps, you should understand HTTP. If you writing code that uses HTTP directly, then you should understand TCP/IP. If you are implementing a TCP/IP stack, then you need to understand how Ethernet works.
Knowledge of Windows internals is really helpful if you are writing native Win32 code, or if OS performance issues are critical to what you are doing. At higher levels of abstraction, it may be less helpful, but it never hurts.

I dont think that one requires special or secret knowledge of internals such as those that may be extended to members of the windows team or those with source access but I absolutely contend that understanding internals helps you become a better developer.
Take threading for instance, if you are going to build an application that uses threading in even a moderate way - understanding how windows works, how the threading works, how memory processes work are all keys to being able to do a good job with that code.
I agree to a point with your edict but I would not agree that experience/practice/knowledge are mutually exclusive. That net-net of experience is that you have knowledge gained from that experience. There is also a wisdom component to experience and practice but those are usually intangible situational elements that you apply in the future to avoid mistakes. Bottom line knowledge is a precipitate of experience.
Think of it this way, how many people do you know with 30+ years of experience in IT, think of them and take the top two. Now go into that memory bank and think of the people you know in the industry who are super smart, who know so much about so many things and pick the top two of those. You now have your final 4 - if you had to pick one to start a project with who would it be? Invariably we pick the super smart guy.

Yes, understanding Windows internals helped me to become a better programmer. It also taught be a lot of bad practices, bad ideas, and poor design concepts.
I highly suggest studying OS X or Linux internals as an alternative. It'll take less time, make more sense, and be much more productive.
Read code. Read lots of code. Read lots of good code. jQuery, Django, AIR framework source, Linux kernel, compilers.
Try to learn programming languages that introduce you to new approaches, like Lisp, Ruby, Python, or Javascript. OOP is good, but .net and Java seem to take the brainwash approach on it, and elevate it to some kind of religious level, instead of it just being a good tool in your toolbox.
If you don't understand the code you are reading, it likely means you are on the right track, and learning new techniques.
I'd suggest getting a mac simply because you'll find yourself wanting to make your UIs simpler and easier. It's really important to have a good environment if you want to become a great programmer. Surround yourself with engineers better than yourself (if you can), work with frameworks and languages that take the 'engineer' approach vs. the 'experimenter' approach, and... use a operating system that contains code better than yours.
I'd also reccomend the book "Coders at Work".

It depends. Many programmers who understand the internals of a system begin writing optimised code to exploit that knowledge. This has three very serious side-effects:
1.) It's harder for others without that knowledge to extend or support the code.
2.) System internals may change without notice, whereas interfaces are usually versioned and changes discussed publicly.
3.) Interfaces are generally consistent across platform revisions and hardware, internals do not have this consistency.
In short, There's a lot of broken, unsupportable code out there that's borked because it relies on an internal process that the vendor changed without notice.

Father of language C said that "you don't need to learn all features of language to write great codes. Better you understand the problem, better you write the code." Having knowledge is always better.

Related

First time porting a library from one language to another

I am porting a library from C++ to Java. This is my first time and I am not sure
about what "porting" really means? Specifically, what if the author named a variable
as 'A' and I think that a better name would be 'B'. Same for methods, classes and namespaces.
Also, what if I think something can be done better? Does porting mean that I should try
to keep as much of the original code spirit as possible, but still allow myself freedom
to improve stuff?
Thanks
It doesn't necessarily have to be a one-to-one translation (and in many cases, it can't be done). Porting is just rewriting a piece of software in a different language/environment/etc. Sometimes porting will require you to tweak things and implement them in different ways altogether, so I think the last sentence of your post pretty much captures the gist of things.
I view it as comparable to translating a book from English to another language. There will be instances where judgment calls need to be made in terms of how to express the intent/function of the source material.
When porting from System A to System B, the world is your oyster. You can pretty much change anything if you believe it's an improvement. The only caveats to that are when dealing with interfaces. Say, you are porting an API, for example, it wouldn't be a good idea to name externally-available methods, as that would break something down the road. Tracing naming issues across multiple classes is a major pain.
As someone who's done a fair bit of porting from language to language, I would recommend sticking to implementation details first and foremost. A good engineering principle is to change one thing at any time. That way, when things don't run as expected, you'll know that it's your implementation that is to blame, and not some silly naming issue. And when you do come to renaming, I suppose it goes without saying, be very careful and backup often. This is one case where software versioning may save you hours of time.
When "porting" a library from one platform to another, you are porting functionality. You are not porting style of code. It isn't like in literature, where one must maintain the style of the piece, keeping in mind metaphors and iambic pentameter or what have you.

Is there any scripting language that's fast, easy to embed, and well-suited for high-level game-programming?

First off, I'm aware that there are many questions related to this, but none of them seemed to help my specific situation. In particular, lua and python don't fit my needs as well as I could hope. It may be that no language with my requirements exists, but before coming to that conclusion it'd be nice to hear a few more opinions. :)
As you may have guessed, I need such a language for a game engine I'm trying to create. The purpose of this game engine is to provide a user with the basic tools for building a game, while still giving her the freedom of creating many different types of games.
For this reason, the scripting language should be able to handle game concepts intuitively. Among other things, it should be easy to define a variety of types, sub-type them with slightly different properties, query and modify objects dynamically, and so on.
Furthermore, it should be possible for the game developer to handle every situation they come across in the scripting language. While basic components like the renderer and networking would be implemented in C++, game-specific mechanisms such as rotating a few hundred objects around a planet will be handled in the scripting language. This means that the scripting language has to be insanely fast, 1/10 C speed is probably the minimum.
Then there's the problem of debugging. Information about the function, stack trace and variable states that the error occurred in should be accessible.
Last but not least, this is a project done by a single person. Even if I wanted to, I simply don't have the resources to spend weeks on just the glue code. Integrating the language with my project shouldn't be much harder than integrating lua.
Examining the two suggested languages, lua and python, lua is fast(luajit) and easy to integrate, but its standard debugging facilities seem to be lacking. What's even worse, lua by default has no type-system at all. Of course you can implement that on your own, but the syntax will always be weird and unintuitive.
Python, on the other hand, is very comfortable to use and has a basic class system. However, it's not that easy to integrate, it's paradigm doesn't really involve type-checking and it's definitely not fast enough for more complex games. I'd again like to point out that everything would be done in python. I'm well aware that python would likely be fast enough for 90% of the code.
There's also Scala, which I haven't seen suggested so far. Scala seems to actually fulfill most of the requirements, but embedding the Java VM with C doesn't seem very easy, and it generally seems like java expects you to build your application around java rather than the other way around. I'm also not sure if Scala's functional paradigm would be good for intuitive game-development.
EDIT: Please note that this question isn't about finding a solution at any cost. If there isn't any language better than lua, I will simply compromise and use that(I actually already have the thing linked into my program). I just want to make sure I'm not missing something that'd be more suitable before doing so, seeing as lua is far from the perfect solution for me.
You might consider mono. I only know of one success story for this approach, but it is a big one: C++ engine with mono scripting is the approach taken in Unity.
Try the Ring programming language
http://ring-lang.net
It's general-purpose multi-paradigm scripting language that can be embedded in C/C++ projects, extended using C/C++ code and/or used as standalone language. The supported programming paradigms are Imperative, Procedural, Object-Oriented, Functional, Meta programming, Declarative programming using nested structures, and Natural programming.
The language is simple, trying to be natural, encourage organization and comes with transparent implementation. It comes with compact syntax and a group of features that enable the programmer to create natural interfaces and declarative domain-specific languages in a fraction of time. It is very small, fast and comes with smart garbage collector that puts the memory under the programmer control. It supports many programming paradigms, comes with useful and practical libraries. The language is designed for productivity and developing high quality solutions that can scale.
The compiler + The Virtual Machine are 15,000 lines of C code
Embedding Ring Interpreter in C/C++ Programs
https://en.wikibooks.org/wiki/Ring/Lessons/Embedding_Ring_Interpreter_in_C/C%2B%2B_Programs
For embeddability, you might look into Tcl, or if you're into Scheme, check out SIOD or Guile. I would suggest Lua or Python in general, of course, but your question precludes them.
Since noone seems to know a combination better than lua/luajit, I think I will leave it at that. Thanks for everyone's input on this. I personally find lua to be very lacking as a high-level language for game-programming, but it's probably the best choice out there. So to whomever finds this question and has the same requirements(fast, easy to use, easy to embed), you'll either have to use lua/luajit or make your own. :)

Besides "treat warnings as errors" and fixing memory leaks, what other ideas should we implement as part of our coding standards?

First let me say, I am not a coder but I help manage a coding team. No one on the team has more than about 5 years experience, and most of them have only worked for this company.. So we are flying a bit blind, hence the question.
We are trying to make our software more stable and are looking to implement some "best practices" and coding standards. Recently we started taking this very seriously as we determined that much of the instability in our product could be linked back to the fact that we allowed Warnings to go through without fixing when compiling. We also never bothered to take memory leaks seriously enough.
In reading through this site we are now quickly fixing this problem with our team but it begs the question, what other practices can we implement team wide that will help us?
Edit: We do fairly complex 2D/3D Graphics Software that is cross-platform Mac/Windows in C++.
Typically, the level of precision/exactingness in coding standards/process is directly connected to the safety level required. E.g., if you are working in aerospace, you will tightly control pretty much everything. But, on the other end of the spectrum, if you are working on a computer gaming forum site...if something breaks, no biggie. You can have slop. So YMMV, depending on your field.
The classic book on coding is Code Complete 2nd edition, by Steve McConnell. Have a team copy & strongly recommend your developers purchase it(or have the company get it for them). That will satisfy probably 70% of the stylistic questions. CC addresses the majority of development cases.
edit:
Graphics software, C++, Mac/Windows.
Since you're doing cross-platform work, I would recommend having an automated "compile-on-checkin" process for your Mac(10.4(maybe), 10.5, 10.6), and Windows(XP(maybe), Vista, 7). This ensures your software at the least compiles, and you know when it doesn't.
Your source control(which you are using, I assume), should support branching, and your branching strategy can reflect cross-platformy-ness as well. It's also advantageous to have mainline branches, dev branches, and experimental branches. YMMV; you will probably need to iterate on that and consult with with people who are familiar with configuration management.
Since it's C++, you will probably want to be running Valgrind or similar to know if there is a memory leak. There are some static analyzers which you can get: I don't know how effective they are at the modern C++ idiom. You can also invest in writing some wrappers to help watch memory allocations.
Regarding C++...The books Effective C++, More Effective C++, and Effective STL(all by Scott Meyers) should be on someone's shelf, as well as Modern C++ by Andrescu. You may find Lippman's book on the C++ object model useful as well, I don't know.
HTH.
There are a lot of consultants/companies who have coding rules to sell you, you should have no difficulty finding one. However, one that doesn't first ask you the field you are in (you didn't mention it in your question) is providing you with snake oil.
Test-Driven Development. TDD helps check for logic errors at the development phase.
Get everyone to read and discuss various standards and guidelines. I (as well as Stroustrup) suggest the Joint Strike Fighter coding standards. Ask your developers to classify the guidelines therein among
Already met
Could be met easily (few changes from current condition)
Should work toward in old code and follow in new development
Not worth it
Have the long technical discussions, and settle on a set for the team to adopt.
Code reviews have been shown to provide significant benefits to code quality, even more so than traditional testing. I would suggest getting in the habit of performing routine design and code reviews; the number of stages at which reviews are performed, the formality and detail of the reviews, and the percentage of work subject to review can all be set according to your business requirements. Coding standards can be useful when done right (and if everyone's code looks similar, it is also easier to review), but where you put your braces and how far you indent blocks isn't really going to affect defect rates.
Also, it's worth familiarizing yourself and your peers with the concept of technical debt and working bit by bit to redesign and improve parts of the system as you come in contact with them. However, unless you have comprehensive unit testing and/or processes in place to ensure high code quality, this may not help things.
Given that this is Stack Overflow, someone should reference The Joel Test. I like to automate as much as possible, so using Lint is also a must.
These basics are good for most any industry or team size:
Use Agile methodology (scrum is a good example).
http://www3.software.ibm.com/ibmdl/pub/software/rational/web/whitepapers/2003/rup_bestpractices.pdf
Use Test-driven development. http://www.agiledata.org/essays/tdd.html
Use consistent coding standards. Here is an example document:
http://www.dotnetspider.com/tutorials/BestPractices.aspx
Get your team familiar with good
design patterns.
http://www.dofactory.com/Patterns/Patterns.aspx
You can't go wrong with these basics. Build from there with new team members who have been there and done that. I'd strongly suggest pair programming once you've got those guys on the team. It is the best way to infect people with best practices.
Best of luck to you!
The first thing you need to consider when adding coding standards/best practices is the effect it will have on your team's morale and cohesiveness. Developers usually resent any practices that are imposed on them even if they are good ideas. The people issues have to be addressed for a big change to be successful.
You will need to involve your group in developing the standards and try to achieve consensus. That said, you will never get universal agreement on anything, so you will have to balance consensus and getting to standards. I've seen major fights over something as simple as tabs versus spaces in source.
The best book I've seen for C/C++ guidelines in complicated projects is Large Scale C++ Software Design. That book along with Code Complete (which is a must-read classic) are good starting points.
You don't mention any language, and while it is true that most of coding standards are language independent, it will also help you in your search. On most of the companies I had work they have different coding standards for different programming languages. So my advice will be:
Choose your language
Search the web since there are plenty of standards out there for your language
Gather all the standards you found
Divide your team into groups and give them a few of the documents to analyze. They should come with a list of things they think worthy to have in their new standards.
Have a meeting so each group present its findings to everybody (there will be a lot of redundancy between groups). That should be an open discussion and everybody's opinion should be accounted.
Compile a list of the standards that were selected by the majority of the coders and that should be your starting point.
Perform semi annual reviews of the standards, to add or remove things.
Now, The logic behind this is : Most of the problems from putting a coding standard from scratch is developer's acceptance. Each of us have a way of doing things and it sucks when somebody from the outside believes one way of doing things is better from another. So, if developers understand the logic and the purpose of the coding standards then you have half of the work done. The other thing is that standards should be design and created specifically for your company's needs. There will be some things that will made sense, and some that don't. With the above approach you could discriminate between those. The other thing is that standards should be able to change over time to reflect the company needs, so a coding standard should be a living document.
This blog post describes a lot of the common practices of mediocre programming. These are some of the potential issues you're team is having. It includes a quick explanation of the "best practice" for each one.
One thing you should have rules about is some kind of naming standard. It just makes life easier for people while not being really invasive.
Other than that, I'd have to say it depends on the level of your team. Some need more rules than others. The better people are, the less "support" they need from rules.
If you want a complete set of coding rules to control every little detail, you're going to spend lots of time arguing about rules and exceptions to rules and what you should write rules about. I'd go with something already written instead.
If you are concerned about quality then one thing you could do that really isn't about rules, is:
Automated building and testing. This has helped me a lot. Once you find a problem, it really helps to have an environment where you can write a test to verify the problem. Fix the problem and then easily add your test to an automatic test suite that makes sure that sort of problem can't come back without being spotted.
Then make sure these run often. Preferably every time someone checks something in.
If your framework requires certain rules to function well, put those in your coding standard.
If you decide to have coding standards, you want to be very careful about what you put in. If the document is too long or focuses on arbitrary stylistic details, it will just get ignored and nobody will bother to read it. Often a lot of what goes into coding standards is just the preferences of the person that wrote the document (or some standards that have been copied off the web!). If something is in the standard, it needs to be very clear to the reader how it improves quality and why it is important.
I would argue that a large proportion of what makes code readable is to do with design rather than the layout of the code. I have seen a lot of code that would adhere to the standards but still be difficult to read (really long methods, bad naming etc.) - you can't have everything it the standards, at some point it comes down to how skilled and disciplined your developers are - do what you can to increase their skills.
Perhaps rather than a coding standards document, try to get the team to learn about good design (easier said than done, I know). Make them aware of things like the SOLID principles, how to separate concerns, how to handle exceptions properly. If they design well, the code will be easy to read and it won't matter if there are enough white lines or the curly braces are in the right place.
Get some books about design principles (see a couple of recommendations below). Maybe get the the team to do some workshops to discuss some of the topics. Perhaps get them to collectively write a document on what principles might be important for their project. Whatever you do, make sure it is the team as a whole who decides what the standards / principles are.
http://www.amazon.co.uk/Principles-Patterns-Practices-Robert-Martin/dp/0131857258/
http://www.amazon.co.uk/Clean-Code-Handbook-Software-Craftsmanship/dp/0132350882
Don't write your own standards from scratch.
Chances are there are several out there that define what you want already, and are more complete than you could come up with on your own. That said, don't worry too much if you don't agree 100% with it on minor matters, you can swap in some parts of others, or call some infraction of it an warning rather than an error - depending on your own needs. (for example, some standards would throw a warning if the length of a line is more than 80 characters long, I prefer no more than 120 as a hard limit, but would make sure there was a good reason - readability & clarity for example - if there was > 80).
Also, do try to find automated methods of checking your code against the standard - including your own minor changes as required.
Besides books already recommended, I would also mention,
C++ Coding Standards: 101 Rules, Guidelines, and Best Practices by Herb Sutter and Andrei Alexandrescu (Paperback - Nov 4, 2004)
If you're programming on VB.NET, make sure Option Explicit and Option Strict are set to ON. This will save you a lot of grief tracking down mysterious bugs. These can be set at project level so that you never have to remember to to set them in your code files
I really like:
MISRA C standard (it's a little strict tho' but the ideas hold for C++)
and Hi-Integrity's http://www.codingstandard.com/HICPPCM/index.html C++ standard which borrows heavily from MISRA
LDRA (a static analysis tool) uses these standards to grade your work (this I don't use as it's expensive) but I can vouch for running cppcheck as a good 'free/libre' static analysis checker.

(When) Should I learn compilers?

According to this http://steve-yegge.blogspot.com/2007/06/rich-programmer-food.html article, I defnitely should.
Quote Gentle, yet insistent executive
summary: If you don't know how
compilers work, then you don't know
how computers work. If you're not 100%
sure whether you know how compilers
work, then you don't know how they
work.
I thought that it was a very interesting article, and the field of application is very useful (do yourself a favour and read it)
But then again, I have seen successful senior sw engineers that didn’t know compilers very well, or internal machine architecture for that matter,
but did know a thing or two of each item in the following list :
A programming paradigm (OO, functional,…)
A programming language API (C#, Java..) and at least 2 very different some say! (Java / Haskell)
A programming framework (Java, .NET)
An IDE to make you more productive (Eclipse, VisualStudio, Emacs,….)
Programming best practices (see fxcop rules for example)
Programming Principles (DRY, High Cohesion, Low Coupling, ….)
Programming methodologies (TDD, MDE)
Design patterns (Structural, Behavioural,….)
Architectural Basics (Tiers, Layers, Process Models (Waterfall, Agile,…)
A Testing Tool (Unit Testing, Model Testing, …)
A GUI technique (WPF, Swing)
A documenting tool (Javadoc, Sandcastle..)
A modelling languague (and tool maybe) (UML, VisualParadigm, Rational)
(undoubtedly forgetting very important stuff here)
Not all of these tools are necessary to be a good programmer (like a GUI when you just don’t need it)
but most of them are. Where do compilers come in, and are they really that important, since, as I mentioned,
lots of programmers seems to be doing fine without knowing them and especially, becoming a good programmer is seen the multitude of knowledge domains almost a lifetime achievement :-) , so even if compilers are extremely important, isn't there always stuff still more important?
Or should i order 'The Unleashed Compilers Unlimited Bible (in 24H..))) today?
For those who have read the article, and want to start studying right away :
Learning Resources on Parsers, Interpreters, and Compilers
If you just want to be a run-of-the-mill coder, and write stuff... you don't need to take compilers.
If you want to learn computer science and appreciate and really become a computer scientist, you MUST take compilers.
Compilers is a microcosm of computer science! It contains every single problem, including (but not limited to) AI (greedy algorithms & heuristic search), algorithms, theory (formal languages, automata), systems, architecture, etc.
You get to see a lot of computer science come together in an amazing way. Not only will you understand more about why programming languages work the way that they do, but you will become a better coder for having that understanding. You will learn to understand the low level, which helps at the high level.
As programmers, we very often like to talk about things being a "black box"... but things are a lot smoother when you understand a little bit about what's in the box. Even if you don't build a whole compiler, you will surely learn a lot. You will get to see the formalisms behind parsing (and realize it's not just a bunch of special cases hacked together), and a bunch of NP complete problems. You will see why the theory of computer science is so important to understand for practical things. (After all, compilers are extremely practical... and we wouldn't have the compilers we have today without formalisms).
I really hope you consider learning about them... it will help you get to the next level as a computer scientist :-).
You should learn about compilers, for the simple reason that implementing a compiler makes you a better programmer. The compiler will surely suck, but you will have learned a lot during the way. It is a great way of improving (or practising) your programming skill.
You do not need to understand compilers to be a good programmer, but it can help. One of the things I realized when learning about them, is that compiling is simply a translation.
If you have ever translated from one language to another, you have just done compiling.
So when should you learn about compilers?
When you want to, or need it to solve a problem.
Compiler theory is useful, but not essential.
Although there are some techniques which come in handy, like lexical analysis and parsing.
Another one is error handling. Compilers need a lot of these. User input can contain anything, even the unexpected. And you need to deal with all of these.
If you're going to be working at a high-enough level where you're worrying over UML and self-describing code, you could easily go your entire career without wanting or needing intimate details of how the compiler works.
But, if you're an in-the-trenches coder and have no aspirations to manage your friends, it's likely that one day, you'll realize you're waging war with your compiler. It could be a random bug that comes along or a hallway conversation about while-verses-for loops. You'll realize the assembly (or IL, likely, in the coming years) is just a bit to the left of what you were needing and another universe will unfold.
So, I suppose my answer is, just be aware of the compiler for now, that it's doing quite a lot, but don't worry over it too much.
The compilers courses usually focus on how the high-level code is analyzed and translated into machine code. That's very interesting, but not crucial. It's more important to understand what is this machine code that is generated by the compiler so that you understand how a computer works and what is the cost of each language construct.
So I'd rather say that you should know an assembly language (I mean a limited subset of assembly language for one architecture) to understand how a computer works and the latter is definitely required for a competent programmer so that he understands what segmenation fault is, when to optimize and when not and other similar low-level things.
If you intend to write extremely time-critical real-time code, you will benefit from understanding how the compiler optimises your code. However, you will actually benefit more from understanding the underlying architecture of your hardware.
From my experience, if you understand how the hardware works, and how the compiler interprets your code, you will be able to write code that does exactly what you intend it to do. I have been caught on several occasions, writing code that got optimised away by the compiler and made the hardware do something that I did not intend.
All in all, understanding the entire software-hardware stack is not essential to write good algorithms and code, but it will most certainly help!
From a practical perspective, general compiler theory is less of concern than a assembler, linker and loader to a specific platform. For example, I just consider the GCC compiler as a translator from my high-level C language to the low-level assembly language on a x86 platform. And more often than not, I manually refine ;) the code generated by the compiler.
From a scientific perspective, I would strongly suggest you learning the compiler theory, it will help you understand the great idea that computer is built upon. And even more, you will have a different eye upon the world.
Just my opinion, but I believe compilers is not given enough attention in CS courses, not in mine, and not in any others afaik. I think any CS major should do 2 things after a sabbatical or finishing their major: Re-learn if necessary finite automata and maybe a formal methods language. Apply it.
Write a simple compiler with this knowledge. Alex Aiken has a very useful online tutorial on writing a compiler for the COOL (Classroom Object Oriented Language) which is a subset of Scala as of 2013 ver. At least at time of writing.

When is a new language the right tool for the job?

For a long time I've been trying different languages to find the feature-set I want and I've not been able to find it. I have languages that fit decently for various projects of mine, but I've come up with an intersection of these languages that will allow me to do 99.9% of my projects in a single language. I want the following:
Built on top of .NET or has a .NET implementation
Has few dependencies on the .NET runtime both at compile-time and runtime (this is important since one of the major use cases is in embedded development where the .NET runtime is completely custom)
Has a compiler that is 100% .NET code with no unmanaged dependencies
Supports arbitrary expression nesting (see below)
Supports custom operator definitions
Supports type inference
Optimizes tail calls
Has explicit immutable/mutable definitions (nicety -- I've come to love this but can live without it)
Supports real macros for strong metaprogramming (absolute must-have)
The primary two languages I've been working with are Boo and Nemerle, but I've also played around with F#.
Main complaints against Nemerle: The compiler has horrid error reporting, the implementation is buggy as hell (compiler and libraries), the macros can only be applied inside a function or as attributes, and it's fairly heavy dependency-wise (although not enough that it's a dealbreaker).
Main complaints against Boo: No arbitrary expression nesting (dealbreaker), macros are difficult to write, no custom operator definition (potential dealbreaker).
Main complaints against F#: Ugly syntax, hard to understand metaprogramming, non-free license (epic dealbreaker).
So the more I think about it, the more I think about developing my own language.
Pros:
Get the exact syntax I want
Get a turnaround time that will be a good deal faster; difficult to quantify, but I wouldn't be surprised to see 1.5x developer productivity, especially due to the test infrastructures this can enable for certain projects
I can easily add custom functionality to the compiler to play nicely with my runtime
I get something that is designed and works exactly the way I want -- as much as this sounds like NIH, this will make my life easier
Cons:
Unless it can get popularity, I will be stuck with the burden of maintenance. I know I can at least get the Nemerle people over, since I think everyone wants something more professional, but it takes a village.
Due to the first con, I'm wary of using it in a professional setting. That said, I'm already using Nemerle and using my own custom modified compiler since they're not maintaining it well at all.
If it doesn't gain popularity, finding developers will be much more difficult, to an extent that Paul Graham might not even condone.
So based on all of this, what's the general consensus -- is this a good idea or a bad idea? And perhaps more helpfully, have I missed any big pros or cons?
Edit: Forgot to add the nesting example -- here's a case in Nemerle:
def foo =
if(bar == 5)
match(baz) { | "foo" => 1 | _ => 0 }
else bar;
Edit #2: Figured it wouldn't hurt to give an example of the type of code that will be converted to this language if it's to exist (S. Lott's answer alone may be enough to scare me away from doing it). The code makes heavy use of custom syntax (opcode, :=, quoteblock, etc), expression nesting, etc. You can check a good example out here: here.
Sadly, there's no metrics or stories around failed languages. Just successful languages. Clearly, the failures outnumber the successes.
What do I base this on? Two common experiences.
Once or twice a year, I have to endure a pitch for a product/language/tool/framework that will Absolutely Change Everything. My answer has been constant for the last 20 or so years. Show me someone who needs support and my company will support them. And that's that. Never hear from them again. Let's say I've heard 25 of these.
Once or twice each year, I have to work with a customer who has orphaned technology. At some point in the past, some clever programming built a tool/framework/library/package that was used internally for several projects. Then that programmer left. No one else can figure that darn thing out, and they want us to replace/rewrite it. Sadly, we can't figure it out either, and our proposal is to rewrite from scratch. And they complain that their genius built the set of apps in a period of weeks, it can't take us months to rewrite them in Java/Python/VB/C#. Let's say I've written 25 or so of these kinds of proposals.
That's just me, one consultant.
Indeed one particularly sad situation was a company who's entire IT software portfolio was written by one clever guy with a private language and tools. He hadn't left, but he'd realized that his language and toolset had fallen way behind the times -- the state of the art had moved on, and he hadn't.
And the move was -- of course -- in an unexpected direction. His language and tools were okay, but the world had started to adopt relational databases, and he had absolutely no way to upgrade his junk to move away from flat files. It was something he had not foreseen. Indeed, it was something he could not possibly foresee. [You won't fall into this trap, will you?]
So, we talked. He rewrote a lot of the applications in Plain-Old VAX Fortran (yes, this is a long time ago.) And he rewrote it to use plain old relational SQL stuff (Ingres, at the time.)
After a year of coding, they were having performance problems. They called me back to review all the great stuff they'd done in replacing the home-built language. Sadly, they'd done the worst possible relational database design. Worst possible. They'd taken their file copies, merges, sorts, and what-not, and implemented each low-level file system operation using SQL, duplicating database rows left, right and center.
He was so mired in his private vision of the perfect language, that he couldn't adapt to a relatively common, pervasive new technology.
I say go for it.
It would be an awesome experience regardless of weather it makes it to production or not.
If you make it compile down to IL then you do not have to worry about not being able to re-use your compiled assemblies with C#
If you believe that you have valid complaints about the languages you listed above, it is likely that many will think like you. Of course, for every 1000 interested person there might be 1 willing to help you maintain it - but that is always the risk
But here are a few things to be cautioned about:
Get your language specification IN STONE before development. Make sure any and all language features are figured out before hand - even things that you may only want in the future. In my opinion, C# is slowly falling into the "oh-just-one-more-language-extension" trap that will lead to its eventual doom.
Be sure to make it optimized. I dont know what you already know; but if you dont know then learn ;) Nobody will want a language that has nice syntax but runs as slow as IE's javascript implementation.
Good luck :D
When I first started my career in the early 90s, there seemed to be this craze of everyone developing their own in-house languages. My first 3 jobs were with companies that had done this. One company had even developed their own operating system!
From experience, I'd say this is a bad idea for the following reasons:
1) You will spend time debugging the language itself in addition to the code base on top of it
2) Any developers you hire will need to go through the learning curve of the language
3) It will be hard to attract and keep developers since working in a proprietary language is a dead-end for someone's career
The main reason I left those three jobs was because they had proprietary languages and you'll notice that not many companies take this route any more :).
An additional argument I'd make is that most languages have entire teams whose full time job it is to develop the language. Maybe you'd be an exception, but I'd be very surprised if you'd be able to match that level of development by only working on the language part-time.
Main complaints against Nemerle: The
compiler has horrid error reporting,
the implementation is buggy as hell
(compiler and libraries), the macros
can only be applied inside a function
or as attributes, and it's fairly
heavy dependency-wise (although not
enough that it's a dealbreaker).
I see your post has been written more than two years ago.
I advise you trying Nemerle language today.
The compiler is stable. There are no blocker bugs for today.
The VS integration has a lot of improvements , also there is SharpDevelop integration.
If you give it a chance, you won't be disappointed.
NEVER EVER develop your own language.
Developing your own language is a fool's trap, and worse it will limit you to what your imagination can provide, as well demanding that you work out both your development environment and the actual programme you're writing.
The cases in which this doesn't apply are pretty much if you're Larry Wall, the AWK guys, or part of a substantial group of people dedicated to testing the boundaries of programming. If you're in any of those categories, you don't need my advice, but I strongly doubt that you're targeting a niche where there is no suitable programming language for the task AND the characteristics of the people doing the task.
If you are as clever as you seem to be (a likely possibility), my advice is to go ahead and do the design of the language first, iterate a couple of times over it, ask some smart fellows you trust in smart programming language related communities about the concrete design you came up with and then take the decision.
You might realize in the process of creating the design that just a quick hack on Nemerle would give it all you need, for example. Many things can happen just when thinking hard about a problem, and the final solution might not be what you actually had in mind when beginning the project.
Worst case scenario, you're stuck with actually implementing the design, but by then you will have it proof read and mature, and you'll know with a high degree of certainty that it was a good path to take.
A related piece of advice, start small, just define the features you absolutely need and then build on them to get the rest.
Writing your own language is not a easy project.. Especially one to be used in any kind of "professional setting"
It is a huge amount of work, and I would doubt you could write your own language, and still write any big projects that use it - you will spend so long adding features that you need, fixing bugs, and general language-design stuff.
I would strongly recommend choosing a language that is closest to what you want, and extending it to do what you need. It'll never be exactly what you want, but compared to the time you'll spend writing your own language, I would say that's a small compromise..
Scala has a .NET compiler. I don't know the status of this though. It's kind of a second class citizen in the Scala world (which is more focused on the JVM). But it might be a good tradeof to adopt the .NET compiler instead of creating a new language from scratch.
Scala is kind of weak in the meta-programming department ATM. It's possible that the need for metaprogramming is somewhat reduced by other language features. In any case I don't think anyone would be sad if you were to implement metaprogramming features for it. Also there is a compiler plug-in infrastructure on the way.
I think most languages will never fit all of the bill.
You might want to combine your 2 favourite languages (in my case C# and Scheme) and use them together.
From a professional point of view, this probably not a good idea though.
It would be interesting to hear some of the things you feel you can't do in existing languages. What kind of projects are you working on that can't be done in C#?
I'm just curios!

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