
G'day all.
Bulat Ziganshin
of course, we can fool any topic by changing the names. no one will say that Haskell is small productive language, the topic was just about speed of code generated
Actually, the topic was "performance". What "performance" means to a modern games programmer is different from what it means to an operating system developer, and that's different again to someone developing a telephone exchange or aircraft avionics. What most people mean by "performance" is actually "throughput", which is the amount of work which can be done by a system just prior to overload. In the hard real-time area, for example, what's often more important is how gracefully overload is handled (ensuring that "hard" tasks don't get starved in favour of "soft" tasks), or avoiding overload in the first place. In addition, "performance" often doesn't compare like with like. The "performance" (however that's defined) of a typical Haskell program usually isn't compared with the performance of an _equivalent_ C program (where "equivalence" means similar features, robustness and ability to add new features while maintaining "performance"). Cheers, Andrew Bromage