Concurrency and parallelism without debugging hell is huge.
Concurrency and parallelism without debugging hell is huge.
There is plenty of libraries in C++ that haves you concurrency and parallelism without debugging hell.
Hell in concurrent code comes when you have shared state, and that is valid for both Go and C++. Using shared Golang Map in multi-threaded code is a very good example of deathtrap, even if it's in Go.
While I have your attention, I see your comments here in C++ threads quite often. You seem to like the language and at the same time you have some experience with simpler languages like Oberon. My experience with C++ has been that people happily go on to create giant inheritance hierarchies, with no restraint for multiple inheritance to the point that it's so unmanagable that nobody knows where things go and what actually happens. With all that inheritance, they lose track that the same thing has actually been copied tens of times between different classes and now these tens of classes have code that is basically copy-pasted and who knows what benefit anyone has from all this inheritance. Google engineers are one of the offenders when it comes to overuse of inheritance. Then, modern C++ allegedly fixes some warts, but IME it introduces more of them. E.g. the initialization fiasco (I honestly can't say with 100% confidence what braces do when you initialize std::vector). Then there is this thing that when you create a lambda like so:
[&] { ... }
And then move it to a function which will create lambdas of this form, just with different captures: std::function<void()> create_lambda(args...) {
return [&] { ... };
}
The second version will crash later when you run the lambda. Because it turns out that "[&]" just copies the stack pointer and isn't syntactic sugar for enumerating all the variables that you capture. This was non-obvious to me and it was really hard to track down the first time I encountered this problem. I think "[&]" is broken. Similarly, std::thread crashing in destructor when the user doesn't call std::thread::join, nor std::thread::detach. The ambiguity of syntax... I just don't buy that "modern C++" makes things particularly better. It sometimes makes them worse.Don't you experience the same fatigue as I do?
EDIT: Oh, I just remembered another thing: at a previous job we discovered that MinGW's implementation of std::random_device just returned 0 every time. It is major facepalm for MinGW, but also for the C++ standard for making this behaviour allowed (yes, it's actually compliant with the standard). And even after it was fixed, there are still systematic issues with this whole randomness API. E.g. you can't actually seed it properly[1].
[1]: https://codingnest.com/generating-random-numbers-using-c-sta...
Fun fact, due to continuous ranting regarding C++ support from game developers, not only did Google announce at GDC 2020 that they are upping their game regarding C++ tooling on Studio, they will also provide Android plugins for Visual Studio.
When people discuss Oberon, they tend to focus on Oberon (1992) or the minimalist approach that Niklaus Wirth has pursued later with Oberon-07.
When I talk about Oberon, I think beyond my early experiences with Native Oberon, and also include Oberon-2, Component Pascal, Zonnon and Active Oberon into the mix. The Oberon language linage, not all of them done directly by Wirth.
In that sense, for me Oberon is what EHTZ nowadays uses as Oberon, namely Active Oberon.
http://cas.inf.ethz.ch/projects/a2/repository/raw/trunk/Lang...
You will find out that minimalist Oberon is long gone and the language in a certain sense compares to C#, D in complexity, with support for generics, untraced references, exceptions, linkage models, inline Assembly.
Because that is the problem with minimalist languages, library boilerplate just grows to emulate what should have been in the language to start with. In Oberon's case, Active Oberon is the result of many years of research and student thesis doing OS implementations in Oberon, while noticing that stuff like generics, untraced references, inline Assembly are quite useful.
As for C++, while I still enjoy using it, nowadays it is mostly a tool for OS integration libraries and GPU shaders (HLSL/Metal/CUDA), I rather write the main code in .NET languages, Java or some other managed language.
Generics is something I can't live without, to be honest. But I don't like C++'s implementation of generics. The error messages they generate and the whole SFINAE business make for a horrible programmer experience. Rust has the best implementation that I know of currently. Inline assembly sure is useful.
Anyway, thanks for the extensive answer. I think I understand your point of view better now.
it doesn't copy the stack pointer, but it enumerates all variables you use and captures a reference to it (I think the &, as used in address-of and references kind of gives it away). [=] {} unsurprisingly captures by value.
Some compilers do warn when you return lambdas capturing local vars by reference, but it is not super reliable.
#include <functional>
#include <iostream>
std::function<void()> create_lambda(const int& x, const int& y) {
return [&] {
std::cout << "x: " << x << "\n";
std::cout << "y: " << y << "\n";
};
}
int main() {
int x = 5;
int y = 7;
const auto f = create_lambda(x, y);
f();
}
And it crashed. There were no local variables in create_lambda and the lambda crashed in the same function that create_lambda was called in. When I try to reproduce it now, it doesn't work. Not sure what's different, but this is basically what happened.this has been 'fixed' with jthread. FWIW I think it is a mistake, blocking in a destructor is can easily lead to deadlocks (I have first hand experience, it is not just a theoretical issue). Detaching is not an option either.
I feel like this is consistent with the "pay for what you use" design. Why capture all variables in scope by copies when you can just capture them all as references (which might go out of scope)? If you truly need to capture other stuff, you can do so using more syntax. If "[&]" did what you describe then "wtf, why is it saying I have a deleted copy constructor for some value I'm not using" or "wtf, why is my code so slow because of unnecessary copies of large objects" would be all sorts of fun.