First of all: thank you very much for your kind words and thank you for taking the time for writing them. And most of all: thank you for recommending the book!
The issue that you brought to my attention is absolutely valid:
- C++ is complex and requires a lot of "manual operations", including memory management, 95 (!!) reserved keywords to remember and pointers. It's obviously the "most powerful" solution, but also has the "highest maintenance cost".
- Python is a strange beast, it's easy to write code with it, but it's hard to write "high performance code", sometimes it can be next to impossible (Global Interpreter Lock, for instance, can be seen as an obstacle to CPU-bound multi-threading). My reason for making an edition in this language is two-fold: I'm mainly a Python Dev, so it's good exercise, and I see python as a good entry-level general-purpose programming language.
- Pseudocode is not a real language, but it's a helpful tool if someone wants to understand just the concept of an algorithm, without being tied to a real-world programming language.
I've been thinking about making an ECMAScript6-compliant JavaScript edition, since it has better support for Object-Oriented paradigms, but never made a "To-do" kind of note. If all goes well, I wouldn't exclude taking some time to make a JavaScript edition in the near future.
Sadly my experience with the Ruby language doesn't go further than configuring Vagrant virtual boxes, but at the same time Ruby is one of those programming languages that fascinates me, so I don't exclude a Ruby release in a distant future.
I want to mainly focus on free/open source solutions, so if you happen to know some frameworks, game engines or libraries that use Ruby or JavaScript that are well-known, please let me know, I will check on them and eventually add them (also let me know if you want to be credited for that!)
Again, thank you for your kind words and suggestions.
Take care!
Penaz.