If I didn't know who wrote this it would seem like a jab directly at people who dislike Rust.
If I didn't know who wrote this it would seem like a jab directly at people who dislike Rust.
After I've worked for some time with a language that can express even stronger invariants in types than Rust (Scala) I don't see that property anymore as clear win regardless circumstances. I don't think any more "stronger types == better, no matter what".
You have a price to pay for "not being allowed to do mistakes": Explorative work becomes quite difficult if the type system is really rigid. Fast iteration may become impossible. (Small changes may require to re-architecture half your program, just to make the type system happy again![1])
It's a trade-off. Like with everything else. For a robust end product it's a good thing. For fast experimentation it's a hindrance.
[1] Someone described that issue quite well in the context of Rust and game development here: https://loglog.games/blog/leaving-rust-gamedev/
But it's not exclusive to Rust, nor game dev.
This is a huge deal for me.
At the beginning of most "what if...?" exercises, I am just trying to get raw tuples of information in and out of some top-level-program logic furnace for the first few [hundred] iterations. I'll likely resort to boxing and extremely long argument lists until what I was aiming for actually takes hold.
I no longer have an urge to define OOP type hierarchies when the underlying domain model is still a vague cloud in my head. When unguided, these abstractions feel like playing Minecraft or Factorio.