Odin:一种具有Go语言风格的实用C语言替代品
Odin, a Pragmatic C Alternative with a Go Flavour

原始链接: http://bitshifters.cc/2025/05/04/odin.html

Odin是由Bill Hall设计的一种现代系统编程语言,旨在成为C语言的一个更简单、更易读的替代方案,同时不牺牲性能。它优先考虑实用性而非复杂的抽象,偏好内置特性和面向数据的设计,采用SOA结构和隐式零初始化。尽管采用手动内存管理,Odin仍然具有内置的动态数组和映射。它包含一个“vendor”目录,方便集成流行的库。 Odin与Jai的编译时元编程重点形成对比,它优先考虑简洁性和内置功能。与Zig冗长、显式的做法不同,Odin的目标是通过简单的语法和运行时反射提供愉悦的开发体验。错误处理使用多个返回值,这受到了批评,但也与Odin的直接性相辅相成。它在EmberGen等图形密集型应用中已被证明是成功的。 尽管Odin有很多优点,但它的文档和社区参与度(主要在Discord上)需要改进。虽然有些人批评它元编程能力有限,但该语言的运行时类型信息和广泛的内置功能提供了可行的替代方案。最终,Odin为现代系统编程提供了一个强大且用户友好的环境。

这个Hacker News帖子讨论了Odin编程语言,它被定位为C语言的务实替代方案,并受到Pascal和Go语言的影响。评论者强调了它的简洁性、便利性和速度,尤其对游戏开发很有吸引力。Odin内置了动态数组和关联数组等功能,无需复杂的抽象。 文章将Odin与D、Zig和Rust等其他语言进行了比较。一些人认为Odin是Pascal的继承者,因为它避免了面向对象的复杂性。值得注意的是,它没有运算符重载和结构体方法。一些用户欣赏其“自带电池”的方法。一个关键点是Odin没有垃圾收集器,这与Go形成了对比。一些批评包括缺乏条件导入和无法禁用RTTI而又不影响语言可用性。一位评论者认为,与Zig的元编程重点或Rust的整体复杂性相比,Odin更适合立即使用。该语言已用于重要的商业产品,例如JangaFX。

原文

Odin is a general-purpose systems programming language authored by Bill “gingerBill” Hall. Designed as a modern alternative to C, Odin emphasizes simplicity, performance, and readability without sacrificing control over low-level details.

The website says it’s “data-oriented”, and features such as SOA (structs-of-arrays) and implicit zero initialization tie into that. Despite this focus, the language surprisingly has dynamic maps and arrays built into the language itself. While the memory is still manually managed, it’s uncommon to see such built-ins.

This perhaps sets the tone of Odin: it tries to be ergonomic and easy to write by offering a lot out of the box. Odin also comes with “vendor”, containing bindings to a wide variety of popular libraries. This makes the language very easy to get into.

Design Philosophy

Odin focuses on practical solutions to real-world programming challenges—in other words, it favours pragmatism over idealism (I’ll return to this when I later discuss Zig). Rather than introducing complex features, Odin focuses on code that is simple and clean to read and reason about. This is the polar opposite of Zig’s embracing of metaprogramming for as much as possible.

Odin also has a fairly old-fashioned view of types. The current trend is to make programming languages increasingly more complex so that they can describe more and more types in the language itself. Odin instead harkens back to older languages where built-in types flourished. Consequently, Odin does not just offer the aforementioned hashmaps and dynamic arrays, but also numerical types such as complex numbers, vectors, matrices, and even quaternions. This makes up for its rejection of operator overloading by a wide margin. It’s not a coincidence that the flagship app to demonstrate Odin’s capabilities, EmberGen, is a math- and graphics-heavy tool.

A quick look at the syntax

Odin has a fairly straightforward syntax for a beginner. The fact that there is no excessive nagging about mutability or constness makes things just work as expected.

The declaration is otherwise very inspired by Jai and fairly minimal. Odin’s concession to modern fashion shows up in its removal of the traditional ;.

Odin produces code anyone used to C or other low level languages can read at a glance. Here is a short “move the dot around the screen” using Raylib:

package test

import rl "vendor:raylib"

main :: proc() 
{
    rl.InitWindow(1280, 720, "Testing")
    pos : rl.Vector2 = { 640, 320 }
		
    for !rl.WindowShouldClose() {
        rl.BeginDrawing()
        rl.ClearBackground(rl.BLUE)
        rl.DrawRectangleV(pos, {32, 32}, rl.GREEN)
        
        if rl.IsKeyDown(.LEFT) {
            pos.x -= 400 * rl.GetFrameTime()
        }
        if rl.IsKeyDown(.RIGHT) {
            pos.x += 400 * rl.GetFrameTime()
        }
        if rl.IsKeyDown(.UP) {
            pos.y -= 400 * rl.GetFrameTime()
        }
        if rl.IsKeyDown(.DOWN) {
            pos.y += 400 * rl.GetFrameTime()
        }
        rl.EndDrawing()
    }
    rl.CloseWindow()
}

All in all, Odin’s syntax mostly feels familiar, even with changes to things like function declaration syntax. There are no deep quirks; the changes are superficial.

This conservative streak in Odin is echoed by others. Dale Weiler, at JangaFX, was an early adopter. He wrote on his blog:

All in all, Odin’s syntax mostly feel familiar, even with changes to things like function declaration syntax. There are no deep quirks, the changes are superficial.

“Odin is a systems programming language that is more conservative in its design than other newer programming languages such as Rust, Zig, and Carbon. The design ideology around Odin is to provide some greatly needed quality of life improvements over the lingua-franca of systems languages: C, while still staying as simple as C.” link

It’s clear that Odin has pulled off the trick of feeling familiar even if the syntax is much different from C.

Error handling

Odin’s most controversial choice is probably the error handling, which uses multiple returns in the fashion of Go. And while Odin offers better ergonomics with or_else and or_return, it can feel clunky compared to other solutions.

As far as first impressions go, this choice is probably not ideal. It seems like a common thing to criticize. On the other hand, this conceptual simplicity goes hand in hand with the straightforwardness that is the trademark of Odin’s design.

The Joy of Programming

Odin shares the “joy of programming” slogan with Jai, but the appreciation seems to be real. To quote one user:

“Odin has renewed my joy of programming. Built-in bounds checking, slices, distinct typing, no undefined behavior, consistent semantics between optimization modes, minimal implicit type conversions, context system, and the standard library tracking allocator combine together to eliminate the majority of memory bugs I found use for sanitizers in C/C++.” link

Another user writes:

*“[…] moving from C to Odin was quite a pleasant and rather easy experience. The languages are rather similar but Odin takes the painful bits away, letting you to focus on the problem instead of wondering why something is going weirdly wrong again.” link

Just taking the language for a spin, it’s friendly and does what you think. It’s essentially an approachable language that just feels nice to use.

Comparisons

Jai

Odin and Jai share syntactic similarities, but their approaches differ. Where Jai emphasizes compile-time execution and metaprogramming, offering powerful abstractions, Odin instead focuses on simplicity and lots of features out of the box.

While on a syntactic level Odin clearly took inspiration from Jai, the two languages have evolved very differently. Jonathan Blow stated in a video that Jai has grown more complex than he planned.

Odin, on the other hand, is clearly a language that feels simple to learn and use.

Zig

Both Odin and Zig aim to modernize systems programming, but they clearly diverge in philosophy. Zig offers extensive compile-time metaprogramming (although not to the level of Jai), whereas Odin only retains the necessary functionality needed for conditional compilation.

Odin, like Jai, has runtime reflection. Zig’s reflection, on the other hand, is generally limited to compile time. In practice, this means Zig relies on a lot of metaprogramming to do things like serialization through type inspection, whereas in Odin it’s available at runtime, so the code is magnitudes easier to understand.

The biggest difference is its attitude toward the programmer’s experience. Odin tries to be simple and make it fun and pleasant to program in; it has a straightforward, no-fuss syntax.

Zig, on the other hand, cares little about the user experience and prefers verbose explicitness over convenient abstractions.

A developer compared the two:

“Zig is very verbose… Odin in comparison is very minimal in terms of typing while communicating basically the same info.” link

Criticisms

While Odin has been in use by projects for quite a while, the official documentation is still lacking in depth and examples. On top of this, it seems that the primary community platform is Discord, which may not be accessible to all.

There have been people criticizing the lack of more extensive metaprogramming. But with access to type information at runtime and a fairly wide array of built-ins, it is not clear whether this has any merit.

For example, both Zig and Jai offer support for struct-of-arrays through metaprogramming. In Odin, however, this feature is built into the language.

Conclusion

Odin presents a compelling option for developers seeking a modern, efficient, and readable systems programming language. That it is successful in graphics-intensive applications like EmberGen demonstrates its robustness and performance. While it has areas for growth—particularly in documentation and community accessibility—Odin’s pragmatic design and focus on developer experience make it a worthy alternative to C for contemporary systems programming needs.

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