On Tue, 29 May 2012 19:08:51 +0200
Janek Warchoł <janek.lilyp...@gmail.com> wrote:

> On Tue, May 29, 2012 at 6:04 PM, David Kastrup <d...@gnu.org> wrote:
> > Han-Wen Nienhuys <hanw...@gmail.com> writes:
> >> While the scheme integration have been a big leap forward in terms of
> >> expandability and flexibility, I think it has also been our gravest
> >> design error. Both for technical reasons (GUILE is a poor
> >> implementation), but also for practical reasons: writing scheme is
> >> hard for the general public, and it has surely decreased the amount of
> >> developer participation we've had.
> 
> Interesting.  If you were deciding now, what language would you use?
> 
> And is it at all conceivable to change this now?
> 
> cheers,
> Janek

My 2 cents:
If it is really a core extension: Python. For everything that does not need 
performance my language of choice. Development in such a high level language 
really speeds things up.
Since Lilypond does not need performance in any step, if starting from zero, I 
would write Lilypond completely in Python.

If it is for easy user scripting: Lua. Flexible, easy to learn, especially 
designed for that purpose.

Both have in common that there is a big user base, these are tested and 
approved from the tiniest (shell scripts)  to the biggest/most complex (AAA 
Games) applications.

Nils

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