最近Stack Overflow上有一群讨厌perl的人,所以我想我应该把我的“关于你最喜欢的语言你讨厌的五件事”的问题带到Stack Overflow上。拿你最喜欢的语言来说,告诉我你讨厌它的五件事。这些可能只是让你烦恼的事情,承认的设计缺陷,公认的性能问题,或任何其他类别。你只需要讨厌它,它必须是你最喜欢的语言。
不要拿它和其他语言比较,也不要谈论你已经讨厌的语言。不要用你最喜欢的语言谈论你喜欢的事情。我只是想听到你讨厌但能容忍的东西,这样你就可以使用所有其他的东西,我想听到你希望别人使用的语言。
每当有人试图把他们最喜欢的语言强加给我时,我就会问这个问题,有时是面试问题。如果有人找不出他最喜欢的工具的5个缺点,那他对它还不够了解,不能提倡它,也不能利用它赚大钱。他还没有在足够多的不同情况下使用它来充分探索它。他把它作为一种文化或宗教来倡导,这意味着如果我不选择他最喜欢的技术,我就错了。
我不在乎你用什么语言。不想使用特定的语言?那就不要。你通过尽职调查做出了明智的选择,但仍然没有使用它?好吧。有时正确的答案是“你有一个强大的编程团队,有良好的实践和丰富的Bar经验。改成Foo是愚蠢的。”
This is a good question for code reviews too. People who really know a codebase will have all sorts of suggestions for it, and those who don't know it so well have non-specific complaints. I ask things like "If you could start over on this project, what would you do differently?" In this fantasy land, users and programmers get to complain about anything and everything they don't like. "I want a better interface", "I want to separate the model from the view", "I'd use this module instead of this other one", "I'd rename this set of methods", or whatever they really don't like about the current situation. That's how I get a handle on how much a particular developer knows about the codebase. It's also a clue about how much of the programmer's ego is tied up in what he's telling me.
憎恨并不是衡量人们了解多少的唯一尺度,但我发现它是一个相当不错的尺度。他们讨厌的事情也让我知道他们对这个话题的思考有多好。
C
No parametric polymorphism (i.e. C++ templates). It makes writing reusable data structures and algorithms a pain (and there's hardly any static checking). See for instance the comparator argument to qsort and bsearch: the comparator takes void pointers :(
No library of data structures. I really hate writing my own hash table. I also really hate scouring the web for a library of reusable data structures. Especially if it turns out to be incomplete.
Strings. Inefficient representation, unwieldy if you make it sane, too hard to safely input a string. No standard for snprintf. Too hard to create a format string with sprintf, then use that to create a string with sprintf again, in a safe way.
Only lexical macros. If different compilers expects function annotation in different places, I have to put the same HAS_NO_SIDE_EFFECTS in different places. Why can't I just grab the function, switch over the compiler type, and then insert it at the right place by a macro call?
No portable libraries for common functionality. For sockets and threading, I use SDL---a frigging game library. For .ini-style parsers, the only library I could find which was packaged for ubuntu, I posted on the daily wtf (it calculates an array of hash values, then does a linear scan through it...)
C++
Template syntax is heavy and unweildy. Let's see, for(map<string, int>::const_iterator it = mymap.begin(); it != mymap.end(); ++it).
Design errors in the STL. Should changing allocation strategy for your vector really change its type?
Overly complex type system. Type T1 has a convert-to-T2 method, and T2 has an implicit from-T1 constructor. Which is called? How does overloading, overriding and multiple inheritance interact? Poorly, I guess...
Incredibly long and unwieldy error messages from templates. You know what I mean...
References means you can't see output parameters at call sites. In C, you can guess what foo(bar, &baz) can and can't modify.
C++
Strings.
They are not interoperable with platform strings, so you end up using std::vector half of the time. The copy policy (copy on write or deep copy) is not defined, so performance guarantees can not be given for straightforward syntax. Sometimes they rely on STL algorithms that are not very intuitive to use. Too many libraries roll their own which are unfortunately much more comfortable to use. Unless you have to combine them.
Variety of string representations
Now, this is a little bit of a platform problem - but I still hope it would have been better when a less obstinate standard string class would have been available earlier. The following string representations I use frequently:
generic LPCTSTR,
LPC(W)STR allocated by CoTaskMemAlloc,
BSTR, _bstr _t
(w)string,
CString,
std::vector
a roll-my-own class (sigh) that adds range checking and basic operations to a (w)char * buffer of known length
Build model.
I am sick to death of all the time spent muddling around with who-includes-what, forward declarations, optimizing precompiled headers and includes to keep at least incremental build times bearable, etc. It was great in the eighties, but now? There are so many hurdles to packing up a piece of code so it can be reused that even moms dog gets bored listening to me.
Hard to parse
This makes external tools especially hard to write, and get right. And today, we C++ guys are lacking mostly in the tool chain. I love my C# reflection and delegates but I can live without them. Without great refactoring, I can't.
Threading is too hard
Language doesn't even recognize it (by now), and the freedoms of the compiler - while great - are to painful.
Static and on-demand initialization
Technically, I cheat here: this is another puzzle piece in the "wrap up code for reuse": It's a nightmare to get something initialized only when it is needed. The best solution to all other redist problems is throwing everything into headers, this problem says "neeener - you cannot".
诚然,其中许多内容超出了严格的语言范围,但在我看来,整个工具链都需要进行判断和发展。
MEL(玛雅表达语言):
Single dimensions arrays: Forcing me to manually sync two or more lists, or use delimited strings to simulate more complex data structures. Naturally, they're immutable too.
Single threaded and slow: Causing the entire Maya application to hang while it completes a task. Bonus points for not being able to kill long operations, instead having to close and re-open Maya.
Script sourcing paths aren't recursive: Meaning every directory you want to store scripts in must all be added to the script path.
No namespaces: Forcing the inconsistent use of naming conventions to make sure global procedures don't collide.
Modal commands: Each command is modal, meaning the Create, Modify, and Query operations are all handled by setting flags. This also forced the developers to cause most of the commands to return arrays
Inconsistent command style: Most array commands actually return arrays, but the Tokenize command has to take an array as a reference which it then populates, rather than spitting out an array. This among other inconsistencies.
这些以及其他几个原因是AutoDesk采用Python作为次要脚本语言的原因,这带来了其他一些令人讨厌的因素:
并不是所有的MEL命令都受支持:大多数都受支持,但有时您会发现自己不得不使用MEL()函数来执行一些任意代码。更糟糕的是,你不得不对它进行所有烦人的逃避。
继承了模态命令风格:必须使用相同的create=True, query=True, edit=True的东西。
第一个帖子,所以对我放松点:)…很棒的社区网站,顺便说一句!
我试着阅读其他所有的c#回复,这样我的回复就不会重叠了
c#……排名不分先后:
1) switch语句中的case没有fallthrough。如果没有转机……为什么必须显式的类型中断;呢?这只是弱智和令人困惑,因为它意味着没有休息的能力;!!
2)不能在子作用域中声明同名变量,但可以声明与类变量同名的变量?要么都允许,要么都不允许。否则,就没有意义了。
3)函数中没有可选/默认参数
4) finally{}中的异常应该隐式地捕捉每一行。或者至少,只有NullReferenceException异常。例如,在访问数据库后,应该总是清理。所以,finally块应该看起来像这样:
finally
{
if(par1 != null)
par1.Dispose();
if(comm != null)
comm.Dispose();
if(conn != null)
conn.Dispose();
}
如果可以写成这样,就会简洁得多:
finally
{
par1.Dispose();
comm.Dispose();
conn.Dispose();
}
但是,不……你必须检查你是否正在访问一个空对象,否则它可能会从finally块抛出一个NullReferenceException。谁真的需要finally块中的异常呢?
5)泛型:你可以指定new()来实例化你的泛型对象,但是这个对象需要有一个默认构造函数。为什么不能指定一个签名,这样就不需要在还没有空构造函数的情况下创建空构造函数,而只使用已有的构造函数。