On Friday, 29 June 2018 at 19:46:06 UTC, bauss wrote:
On Friday, 29 June 2018 at 19:42:56 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 17:09:44 UTC, JN wrote:
On Friday, 29 June 2018 at 08:43:34 UTC, Ecstatic Coder wrote:
Once Crystal integrates parallelism (at 1.0), it should
become de facto one of the best alternative to Go, Java, C#,
etc, because it's actually "Go-made-right". For instance
it's genericity system works well, and its type inference
system natively support union types.
Except it has no Windows support and doesn't look like it
will happen anytime soon. Some people might be living in a
UNIX bubble, but Windows is a big market, and a language
won't make it big without Windows support.
Right :)
But remember that Crystal is still in its infancy, as it
hasn't reached its 1.0 version yet.
Parallelism is on its way, and Windows support too...
Don't forget that nowadays many (can I say most ?) servers are
based on unix variants, so their platform support order looks
perfectly fine and logical to me.
Actually a large share of servers run Windows Server and/or
Azure servers running Windows too.
It's not logical to not support both.
D already has that advantage supporting pretty much every
platform you can think of.
I agree, but you must compare what is comparable.
Have a look at Crystal's Github project, you will see that
Crystal, still in development and quite far from its 1.0 mile
version (= despite no parallism and windows support, etc) ALREADY
has 11206 stars, 881 forks and 292 contributors :
https://github.com/crystal-lang/crystal
Not bad for a language in its 0.25 version and first released in
June 2014 (4 years), especially compared to D in its 2.0 version
and first released in December 2001 (16 years), whose official
compiler has 1806 stars, 452 forks and 168 contributors :
https://github.com/dlang/dmd
If those numbers means anything, I think its that Crystal is
probably getting popularity much quicker than D, and honestly,
after having tried it, I think it's really deserved, even if I
agree that there are still many things that remain to be
implemented before it's really ready for an official
"production-ready" 1.0 release.