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That's fair. Regarding your other points:

1. I don't want to distribute native code and I do run ngen during installation. I don't want an entire configuration and toolchain for each assembly and target platform (x86/x64/ARM RT/ARM WP/Silverlight) for example which we deploy one shared assembly to. It's hassle. The CLR is a virtual machine and one of the important things is that this problem goes away.

2. I would rather the compiler decides the optimisation for me. I really don't want to deal with that side of things. What I want is something that makes the problem go away which it does and let me deal with writing code rather than playing with compiler flags (I did a fair bit of VC++ and the CL.exe compiler optimisation options are crazy complicated).

3. I'm not too fussed about bytecode decompilation as most of our logic is server-side :)




Yeah, and for server-side I think ngen is the way to go - then you're really just looking for a way to shorten startup time, and that's perfect.

But for something like mobile devices or video games, being able to do a real AOT compilation becomes a lot more interesting. You've only got one or two target platforms to worry about, which mitigates the concern about dealing with different build configurations. And you're dealing with an area that's more constrained in both space and speed, so there's more to be gained from some of the more tenacious optimizations that a C++-type compiler might do.


An example of the open positions Microsoft has for C# code compilation improvements

https://careers.microsoft.com/jobdetails.aspx?ss=&pg=0&#...




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