When someone claims to know C++, especially in a recruitment context, I tend to challenge that, since it's really hard to actually believe these days. Some people claim to know C++, but basically just write everything as if it was C.
When someone claims to know C++, especially in a recruitment context, I tend to challenge that, since it's really hard to actually believe these days. Some people claim to know C++, but basically just write everything as if it was C.
The reality of C++ is you know what is needed for the problem you need to solve. As people mostly work in the same (broad) areas for their day to day work it is unlikely you need to know outside of that scope regularly. At least not in my personal experience.
Also I strongly believe nobody truly understands C++ streams :)
I can count:
* language basics (variables, structural statements, functions, error handling, preprocessor, how compilation works)
* OOP
* functional programming (which is not that complicated at all in C++)
* generic programming
* advanced generic programming and metaprogramming
* the C standard library
* the C++ standard library basics (containers, algorithms, smart pointers, cout << "foo")
* more advanced c++ standard library (maths stuff, threading(?), chrono, advanced streams (not needed))
I think most C++ programmers have a reasonable command of all of these except the metaprogramming and advanced standard library.
> I think most C++ programmers have a reasonable command of all of these
These gave me a bit of a chuckle. It's true only if you've never done proper functional programming using a genuinely functional language.
It's true that you can now pass lambdas around as first-class values easily, store and manipulate them as you might in a functional language, and that's a fantastic convenience.
But that's not what functional programming is. None of the idioms you'd use in Clojure or Haskell are wise to use (yet) in C++ (although Niebler's Range library will make a big step in the right direction... in C++20, where it's currently slated for specification).
If you try to do real functional programming in C++, you'll end up with a very inefficient program that pales to writing an algorithm with a more procedural or OO idiom.
And, in my experience interacting with lots of C++ developers, most do not know what actual functional programming is all about.
The constructs that C++ offers for FP are not complicated.
https://bartoszmilewski.com/2013/11/13/functional-data-struc...
and:
https://bartoszmilewski.com/2013/11/25/functional-data-struc...
And, I disagree that you can change the definition of a particular programming paradigm when discussing a particular language. Functional programming means something that is not really possible in C++. For starters, the fundamental underlying data structures for functional programming do not exist in C++ and there is no third-party implementation of them worth mentioning; the above experiment is admitted by the author to fall flat when doing anything idiomatic.
As I mentioned before, C++20 might turn the tide on this front a little bit, thanks to the Range library.
Functional style C++?
I haven't felt the need to go deeper than that, it's very possible that I've missed many interesting things, but it's not clear that I can use those things and see tangible benefits in my projects today.
C++ OOP is an endless tire fire. I now have 7 years experience writing C++ "OOP" on the job and I still run into surprises when I try to do things that are easy in other languages but unnecessarily hard in C++. Plenty of examples in the C++ FQA[1].
[1] http://yosefk.com/c++fqa/inheritance-mother.html#fqa-23.5
I am saying one can barely write programs by knowing just 25% of C++, let alone for almost two decades.
On the contrary, I think 80%+ of the language is accessible to every programmer.
80% of the language looks accessible to every programmer. Until you hit some corner of C++ behaviour and you realize your mental model of what C++ is doing is woefully incomplete. C++ is stuffed full of syntax, and obscure interactions between that syntax will continually trip you up. Each of the things in your list is somewhat contained on its own but interacts in surprising ways with every other thing on that list.
For example[1], want to create a template friend function for a template class? Prepare for function definitions like:
Foo<T> f<>();
Edit: that's not to mention various C++ idioms like CRTP [2] which don't fit neatly with the stuff you listed but are non-obvious and occur in a lot of complex C++ code.[1] http://yosefk.com/c++fqa/templates.html#fqa-35.16
[2] https://en.wikipedia.org/wiki/Curiously_recurring_template_p...
- 'C with objects'.
- 'Everything is a template'.
- 'Embedded C++' (its a real standard, google it).
- functional.
- 'modern'.
(thats not a complete list either).
Each one of those is technically the same language, but they're all using a different subset of features and are almost unrecognisable from the rest.
Regardless of what your preference is, if you claim to know C++ you need to at least know some of its basic features, such as references, streams, templates, STL, etc. (features that have been around for a long time).
And if you claim expertise, to at least be familiar with basic features from the new standards.
The point being that the way you structure your software in each of those styles is very, very different.
They're all idiomatic C++.... just different idioms.
In fact, thinking about it, thats what it is...
C++ is a multi-idiom language.
That is so complex, it is the only language that I need the language at hand to read someone else's code. Not a library reference, a /language/ reference.
Indeed, I am maintaing one C++ application. This is a wrapper for CEF3 (https://cefbuilds.com/). This is the Chromium browser as a library. I have to support the library and wrapper on two platforms: Linux 64 bit and Windows 64 bit. Note that the usual Windows build uses the Microsoft C++ compiler. But, I am uses mingw. This requires source code edits to compile! I blame the complexity of the language.
Indeed, C++ is so difficult that the shop I work for (which is, by the nature of our product, very conservative) has gone to Java instead.
Given language difficulty, while I hope never to maintain C++ code that makes use of SFINAE, Java's simplicity is misleading.
The language might appear simple, but mastering the whole Java eco-system (JSE, JEE, Spring, embedded, Android, features per JDK version), performance monitoring tools, commercial JDKs and IDEs, isn't that easier either.
There's everything simple about Java. The semantics of Java are actually pretty simple, at least compared to C++. What's complicated are the monstrosities people build with Java, but those aren't inherent in the language.
Saying that Java is complicated because EE exists is like saying that C is complicated because Linux exists: Complexity can be built atop simplicity. And for some reason, Java is a complexity magnet.
As an example, Java's lifetime rules are much simpler than those of C++. At some point after all references are gone, the object will be garbage collected. Simple. But as a result of this simplicity, you don't know when the finalizer will be called. You can't use it, for example, to flush and close a file, because you don't know when file will be closed. Instead, you need to use try/except/finally, and so you can't add this to an existing class, because it would require code modification from all the users of the class.
Up until Java 8 and lambda functions, functions could not be passed as arguments to other functions. Therefore, the developer needed to make an entirely new classes derived from "Callable". Complexity that came from the simplicity of the language.
C++ has a lot of complexity in the language itself. I won't deny that. What I will argue is that the complexity of the language enables simplicity in programs.
Edit: Lambda statements came in Java 8, not Java 7.
C++'s lifetime rules, on most variables, are this: It's allocated until you say it isn't. Some of the vars might be refcounted or GCed, but with GC you've still got the same problem on your hands as finalizers, and refcounting can't handle cycles. Manual memory management is dramatically more error-prone than finalizers ever were (unless you're using RAII, but that's not entirely idiomatic, and cannot be).
As for functions not being able to be passed as args, that's not simplicity, that's a straight up limitation. What makes a language simple is uniformity, simplicity, and consistency. Java has a good deal more of all of these than C++
Complexity in the language doesn't enable simplicity in programs, though, because now your program has to deal with 6000 different special cases.
In any case, Lisp and Scheme are possibly the simplest languages, and are celebrated for their power, clarity, and the simplicity with which they can express programs.
Good point on limitations vs simplicity. I think that there are different forms of complexity. Some complexity is necessary, due to the nature of the underlying problem. Other complexity is incidental, being due to poor implementations. As an example of essential complexity, C++ has different declarations for stack-based variables and heap-based variables, while Java does not. This is because Java does not allow classes to be declared on the heap, and so it does not need an extra form of declaration. On the other hand, C++ definitely has lots of incidental complexity as well, mostly due to its long history. Having four different constructs for loops is incidental complexity.
I agree that the idioms are what make Java programs be complicated, rather than the language itself. What I'm not sure on is how much those idioms are needed to overcome limitations in the language, and how much they are unnecessary parts of the culture.
Oh, absolutely on Lisp. Lisp/Scheme are amazingly simple, and amazingly powerful. The one downside that I've found is that it doesn't correspond to the hardware as much. Much of C++'s complexity stems from trying to provide as many features as possible while still compiling down to reasonably fast code.
Also that no one just placed such class in the the heap, and it was missed, because no one is actually doing code reviews or making use of static analysis.
Another issue with best practices and ownership are binary libraries. There isn't any sort of control one can have over them, so they are the place where RAII and ownership just goes out of the window.
In any case this is much worse in C than C++, because at least C++ does offer some language tools to deal with it, however there is no rescue from developers using C with a C++ compiler.
> Oh, absolutely on Lisp. Lisp/Scheme are amazingly simple, and amazingly powerful. The one downside that I've found is that it doesn't correspond to the hardware as much.
Actually it can also be an upside, as you see with the adoption of FP patterns in mainstream languages, including C++.
One of the themes at CppCon was exactly hardware heterogeneity and possible C++ abstractions to take advantage of it, while keeping the algorithms high level.
auto deleter = [](unsafe_type* t) { cleanup_unsafe(t); }
std::unique_ptr<unsafe_type, decltype(deleter)> safe(make_unsafe(), deleter);
If this is used in many places, you can make a very easy wrapper class to handle it. class safe_wrapper {
public:
safe_wrapper()
: unsafe(make_unsafe()) { }
~safe_wrapper() {
cleanup_unsafe();
}
unsafe_type* operator->() { return unsafe; }
private:
unsafe_type* unsafe;
};
(Note that the example there is only for use within a single function. If the safe_wrapper is to be returned from a function, then the copy/move operators should be defined as needed.)Certainly, when passing ownership back to the binary library, you are relying on it to correctly handle ownership. But so long as the ownership is in one's own code, you can easily add the type safety.
Regarding a stack-based class being accidentally placed on the heap, you can't prevent all errors, you can only make it less likely. I'd argue that it is easier to accidentally forget to call a cleanup function than it is to accidentally place something on the heap. With C++11 and up, any calls to "new" should be regarded with deep suspicion.
True on the FP patterns moving in, and I love them. `std::function` is a joy to work with, especially as compared to either C-style function pointers or inheritance from a "callable" type.
The hardware keeps changing. What Lisp provides is a way to access low-level details when necessary, but with a default mode of operation that is managed (developer-friendly): GC, safety checks, arbitrary precision integers, etc. Like for all languages, a compiler can be told to try more optimizations if you want, and if you are ready to spend a little more work on it. In some implementations, you can extend the primitives known the compiler to emit better assembly code (e.g. https://www.pvk.ca/Blog/2014/08/16/how-to-define-new-intrins...).
What I mean is that while some amount of RAII is a common idiom in C++, It's rare for a program to use RAII fully, as many C++ idioms conflict with it. Mind, I'm not an expert, so I might be wrong, but that was my understanding. AFAICT, if RAII was used all the time, idomatic C++ would look a lot more like Rust.
It is a very good idea and C++ isn't alone there.
Professional Basic dialects, Turbo Pascal, Delphi, Modula-2, Modula-2+, Modula-3, Ada, D, Rust, Mesa/Cedar all share this idea that you can program at both levels, depending on the needs of the use case.
C++ main issue has always been C's compatibility and the C subculture.
The copy-paste compatibility was necessary to bring C developers over the fence to C++, with minimal changes to their tooling.
So C++ inherited all the flaws and UB from C.
Then many of those kept using C++ as plain C with Classes, which influences many of the design decisions regarding language semantics, specially given backwards compatibility as no one wants to repeat Python's error.
Having said this, although I enjoy playing with template metaprogramming, I hope never have to deal with SFINAE, declpspec and function return arrow syntax in production.
And most of those "flaws" aren't flaws in C: They were deliberate design decisons. Arguably bad ones, yes, but they were made a reason. By C++, most of those decisions didn't have any reasons, or were actively against C++'s goals, if not C.
I know you hate C, but blaming C for C++'s problems is like blaming dogs for the monstrous dog demon that someone made with gene editing. C compatability was a bad idea, but you can't blame C for that. Also, it's overly baroque.
But yeah, I think we can all agree that complex TMP is kinda sucky.
Wasn't lambda expressions introduced in Java 8?
While true, have you ever tried to answer Java Puzzles?
Also the reason I argue that those that think Go will be kept simple, just aren't prepared for the eventual mainstream enterprise adoption.
Imagine when IBM or similar, releases their vision of GoEE.
These are two different things, platform differences are normally handled by a simple abstraction layer (or ifdefs if you're into masochism).
Here for example std::string takes a beating: https://news.ycombinator.com/item?id=8704318
But in terms of knowing the latest features, it might be hard to keep up with the latest developments in C++, especially since even if a standard is released, it takes some time for compilers to implement them.
Do you believe anyone knows Perl, Python, Ruby, Java, C#, Ada, Haskell, OCaml, VB.NET, F#, ... across all language versions, the whole standard library, and most used third party libraries?
One always need to focus on a specific domain.
I don't miss the days in the late 90's, early 2000, writing portable C code across multiple compilers from each OS vendor, across all major UNIX flavours and Windows.
Many that think to master C, actually master C in compiler X targeting OS Y.
However I prefer that pain, to the lack of strong typing that C++ offers over C.
But better would be to use something else instead of C and C++, more type safe, without UB and without the wide range of implementation differences and compiler extensions.
Nothing wrong with that; that's not uncommon in embedded systems development.