| > Interactive REPL based workflow (think of programming in Clojure like playing a difficult video game based on trial and error with emulator save states vs without). What? I'm not sure I understand what that's even trying to say? Is it trying to say, think of programming as playing a difficult computer game, and using a REPL like having save states? ...because it sounds like you are saying programming in Clojure is like playing a difficult video game based on trial and error, which is a really rubbish endorsement. > To touch on the video game analogy - imagine playing one of the old Mega Man games, Dark Souls, or Battletoads. Now, imagine that instead of getting feedback (a death) that results in a hard restart at the beginning, you instead just get taken back one action / event that caused an error (a single failed function call in REPL). That's like loading a save state, and if you like easy mode, you'll love the Clojure REPL. ? mmm... but if your analogy is 'this is like doing something really hard, but you can timestep back to save state so it's not so bad', then you're still basically saying writing Clojure is really hard. I don't think that's really a fair thing to say about Clojure, it's just a terrible analogy. Expressing things in Clojure is what it excels at; if you want an anology the REPL is more like a minecraft sandbox that you just continually keep building in, rather, than planning out your structure on paper before you start playing. |