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I see where you're coming from, and the parentheses do feel awkward in the for-loop in particular, but I chose to include them as a syntactic element (as well as semicolons) because Toy isn't a whitespace-significant language like python. It's perfectly valid to spread the contents of the parentheses across several lines with inconsistent spacing: Not that you should do this, but it's allowed. Side note: using syntactic operators like parentheses and braces also sets it apart from lua, which fills an almost identical niche in gamedev. As for the dot operator, I have a philosophy that each operator should do exactly one thing, which is why you don't use the Another side note: An "attribute" means something specific in Toy - it refers to some inherent quality of a variable other than its value or type. Actually, types are tangentially similar, but I digress. Arrays, tables and strings all have the I'd love to hear your thoughts on this, as I don't intend to dismiss your post outright, just explaining my own point of view. |
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Don't you think fewer parentheses makes the syntax more toy-like?
I find Python syntax more toy-like than C.
Also
It will be more toy-like if you make dot access to tables.
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