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I've been searching for the perfect programming language for years and my conclusion thus far is that it's missing.

There is no programming language that has it all:
Several get close, but they're all missing something.
For the past couple years, my languages of choice have been F#, TypeScript, and C#. They are all solid languages but I always felt like I was settling in some dimension.
Related: 7 Reasons F# Sucks
So I found myself bouncing back and forth year after year and bending each language further towards what I wanted:
They all got closer but just weren't quite there.
I've known about Rust for a long time but have only seriously considered it a few times and never really built anything with it - largely because I didn't think the learning curve was worth the gains. After all I'm not a systems-level programmer, so why use a systems-level language?
But it's popular at Recurse Center where I've spent the last several weeks building stuff and someone mentioned that Rust was a good language even if you just chose it for the types. That was interesting to me because I often do choose the language for its types (its one of the biggest differentiators) and then hope that there's an ecosystem to support it.
So I went and researched / reported on the missing language and sure enough Rust is a strong contender - except for its devx.
But I got to thinking - with AI so good at writing standard code, is this learning curve now much lower? Can we move about as fast with Rust as we would another language? And if we could do that, what would we gain?
The pros and cons of Rust basically shake out to:
Pros:
Cons:
So the pros are really really good. In fact, if you could remove the cons Rust looks a lot like the type of language I've been searching for.
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So I had this idea - what if you could just write Rust as a high-level language? If you can just get that devx to approach that of C#, F#, TS then you get basically all upside.
So I started doing research and reading the Rust book and building little prototypes.
What I came up with was an approach that gets us ~80% of benefits of Rust for only ~20% of the pain. And in most cases the only drawbacks are a 10-20% hit on perf which isn't that bad when we consider how fast Rust is out of the box and how it compares to other languages we'd build in the same way.
The approach is:
Arc on non primitives and structs and immutable collection crates to keep clone cost down.Arc<dyn TRAIT> to allow for shared references.We do lose some perf from this approach but it's in the ballpark of 10-30% depending on how frequently you're doing these clones. If you do have a hot path / perf critical area, you can typically optimize those away by switching them over to mutations.
I'll note that this approach adds in some extra mental overhead in terms of remembering to use immutable structures / primitives / Arc everywhere you can to allow for less expensive clones. That's a real cost you don't typically pay in GC languages (other than limit data / clones in frequency / size) and not something Rust's type system is currently helping with (both expensive and cheap clones are just .clone()). And expensive clones are very bad in Rust because they're all deep clones so some inefficient ones in hot paths can easily tank your perf down below that of other compiled languages like F# / C#. (I see there are some alias proposals to help with this and I'm putting together a package to allow the type system to point these out to prevent myself from repeatedly making this mistake).
So this approach works for most general high level computing tasks but is not universally effective.
I think this is a good fit when you care more about logic than performance. But if performance is a concern / you have logic in a hot path then mutations likely makes more sense as it's much faster.
Good fit:
Not a fit:
Rust really feels like an excellent language on paper but it has some scary edge cases that make it hard to onboard onto. I think this approach can help soften those edges and make it an excellent high level language that happens to be able to produce near-metal performance if and when you need it.
But we'll see - I just started this journey a few weeks ago and am actively exploring this approach through demo web services, games, and CLIs so maybe my view will change.
I'm actively working on LightClone - the package to enforce cheap clones. If you're interested in this / want to see it happen please star it on GitHub and shoot me any feedback you might have. This would let me know it's smth people want, is worth investing in, and help me make it more generally useful!
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