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 _______________________________________________ lilypond-user mailing list lilypond-user@gnu.org https://lists.gnu.org/mailman/listinfo/lilypond-user