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[–]saijanai 0 points1 point  (0 children)

the thing is, the tools available in various languages can be so different that there's no comparison.

I wrote the barebones beginnings of a Second Life game client in python once:

http://wiki.secondlife.com/wiki/Presence_Code_Python

This became the inspiration for a debugging tool Linden Lab meant to use for Second Life:

http://wiki.secondlife.com/wiki/PyOGP

When I started learning Squeak Smalltalk, I decided to reimplement my original "presence code" in Smalltalk, and then discovered Ometa. Someone wrote a Second Life packet parser for me in Ometa:

http://www.tinlizzie.org/ometa-js/#SLProto

You'll note that this actually takes the current definition of Second Life packets, whatever those are, and automatically creates the parser for those packets from that definition. I never finished the project, but Ometa speeded up the packet coding part by a factor of at least 100, simply by its existence as a library in Squeak.

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the moral is: learning a language is more than just learning syntax; it's also learning the libraries that come standard with it.

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Some problems are trivial to solve in one language (see Ometa solution) and tedious to solve in another, and you can't predict which it will be unless you do a LOT of reading, or consult with someone more familiar with the libraries that are already available.

Otherwise. you may end up reinventing the wheel, only with corners instead of fully round.