Simon McGregor on Wed, 28 Jul 2010 12:06:07 -0700 (MST)

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Re: [game-lang] Language Syntax

On Wed, Jul 28, 2010 at 7:33 PM, Joel Uckelman <uckelman@xxxxxxxxx> wrote:
> Thus spake Simon McGregor:
>> If we aren't following GDL's syntax, what might we use?
>> I'm personally a fan of Python's indentation syntax (parentheses in
>> code are usually redundant), and the use of object-oriented syntactic
>> constructs.
> I won't be party to the development of any language where whitespace
> is meaningful. I'd consider using Python if not for that. I'm not
> joking here. :)

Oh dear. I love indentation syntax, so I'm a sad puppy. ;-)

For the non-visually-impaired, indentation syntax makes for
significantly more readable code. There's less visual clutter (e.g.
lines consisting only of parentheses) and you have to work far less to
match up braces and brackets.

I resent having to wade through someone else's badly indented code;
you can run the code through a code tidier if you can be bothered to
install and compile one, but Python cuts out that process by making
tidy code mandatory. Boo-ya! Of course, if you use a non-visual
interface, it might suck (for you, not for anyone else who has to look
at your code). It's possible to lay your code out badly in Python, but
you have to work at it.

I'm sure you've heard this all before! Out of interest, and without
really hoping to persuade you otherwise, what do you dislike so much
about it?

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