| ▲ | cultofmetatron 8 hours ago | ||||||||||||||||||||||||||||
> But it seems uncommon for people to want to do that. It becomes more obvious once you start managing developers vs being a solo dev. everyone making their own designer means the language can morph into a completely insular creation with a learning curve that expands exponentially with every new hire. A little extra boilerplate is the cost of standardized idioms that work across both your codebase that your new hires are already familiar with from working in that language at other companies. its why go was created. personally I prefer rust and elixir as good middle grounds. | |||||||||||||||||||||||||||||
| ▲ | reikonomusha 7 hours ago | parent [-] | ||||||||||||||||||||||||||||
This is a common reaction/belief but usually from people who have not actually managed a team of Lisp devs. Lisp devs are managed in the same way as any other: You have style guidelines, design review, code review, etc. Sometimes a new macro is good and vastly simplifies code. It's accepted as a PR and documented like anything else. Sometimes a new macro is bad, and it's promptly rejected by the team. It's a persistent myth that Lisp programmers are just going to design their own little languages everywhere in a shared code base and it'll be impossible to understand. (Case in point: Look at open source Lisp code. There isn't even management or code review there! Yet the vast majority of Lisp code is actually just functions and classes, with the occasional macro to reduce boilerplate. In some circumstances, you have a library offering a macro, and it's actually well documented and easy to understand. See Iterate, SERIES, etc. for actual examples.) Rust or Elixir or Java or whatever aren't at all immune to monstrosities created by astronomically complex or baroque abstractions, FactoryFactoryFactories, and so on. How do teams avoid those? Style guidelines, design review, code review, etc. | |||||||||||||||||||||||||||||
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