1) I am reminded of this Larson cartoon: https://imgur.com/gallery/4gR7tX7
2) I have a palpable urge to learn Go.
1) I am reminded of this Larson cartoon: https://imgur.com/gallery/4gR7tX7
2) I have a palpable urge to learn Go.
For someone who a) knows what they're doing and b) really needs to squeeze every last millisecond out of the code I suppose they could be useful. It made me want to send Rob Pike a thank you card.
There are a few cases where they can make sense, like in the standard library, but most of the time without them your code will be cleaner and you'll never actually run into the case where they pay off.
In theory the higher abstraction of C++ provides for optimization opportunities for a sufficiently smart compiler. I have yet to see such though.
Write the little bits which need to be fast in C and the gross in a sane language mere mortals can read (e.g. no 'most vexing parse').
https://en.wikibooks.org/wiki/More_C++_Idioms/Member_Detecto...
Yes, conceptually it's a bit nuts, but the fact that you can do stuff like this makes it unlikely that you'll ever get completely stuck trying to implement something.
I personally love C++ because it's just a giant bag of tools, even if one of those tools is a footgun.
So I am going out on a limb here and assuming that your needing to know whether or not a member exists in a class at compile time is simply something you would never need in a different language because the language would allow you to design for something simpler that satisfies the same requirements. As someone who writes both C++ and C# daily, I often end up comparing the two and most of the time I end up thinking "it's cool that you can do that in C++ but this would have been half the lines and cleaner code in C#".
I didn't want to use inheritance, as tracking is disabled in a shipped build, and I want it to have as little effect on the codebase as possible. So, the simplest option seemed to be to check whether or not the member exists (and assume the name is unique enough an untracked object will not contain it). This was good enough for my purposes.
I'm not as familiar with C#, but attributes seems like a potential alternative, though I'm not sure they can be fully removed from a release build. And, of course, C# is garbage collected, which is not ideal for all types of software. If there is a better alternative, I'd be interested in hearing it though!
Don't get me wrong, I'd absolutely love a "better" C++. Rust is a great language, but I personally don't feel that the safety guarantees are worth it for every class of software. If a video game crashes, the world isn't going to end.
Why would a C++ programmer learn Go? They should learn Rust since it is pretty much a cleaned up, modernized C++.
Perhaps to find a new reason to hate a programming language thanks to Go's GOPATH.
And the most important thing - I can easily read and understand the code written by others.
Do it, it'll make his day.
I sometimes feel like sending one to Bjarne Stroustrup too, because C++ is still an incredible language. I see Rob and Ken talking about how they hate C++ and I worry about poor Bjarne's feelings.
C++ programmers who dedicate themselves to template metaprogramming are like stunt performers. You see them get on their shiny bikes and flashy costumes, you clinch your fists in a mix of fear and awe when they showcase their skills, but in the end it might be entertaining but it has virtually no real practical use beyond extremely niche applications.
I don’t mean this as an insult: Pike is quite open about choosing a different region of the design space; he had good reasons for it, they just happen not to work for me.
After writing a bunch of Rust, I recently had to learn C++. I've been storing C++ in my brain as "Rust + delta of dubious ideas", which, not to start a flame war, has easily been a better compression algorithm for my brain than storing C++ in isolation.
For example:
- C++, const is part of the type. Clearly wrong.
- Rust, mut is property of variable, or & vs &mut. Correct, but lack of & with mut-polymorphism just causes needless suffering.
- Rust construction: good, Rust destruction: bad
- C++ destruction: bad, basically like Rust's. C++ construction: bad, matches C++ destruction.
(I've been saying for years that drop needs to consume, not borrow the thing to be destroyed, but no uptake :(.)
This correctly prevents one from calling Drop::drop twice without extra hacks, and demonstrates that the location is completely deinitialized and can be reinitialized to anything.
It is also dual to how, seemingly magically,
let x;
x = foo();
works without Rust thinking there is an old value of `x` to get rid of.Wouldn't calling a destructor on an object twice will also compile in C++? I don't really see this as an issue in either language; the solution is "don't ever call `drop`/destructors manually"
fn main() {
let mut v = vec![1, 2, 3];
v.drop();
}
building: Compiling playground v0.0.1 (/playground)
error[E0040]: explicit use of destructor method
--> src/main.rs:4:7
|
4 | v.drop();
| ^^^^
| |
| explicit destructor calls not allowed
| help: consider using `drop` function: `drop(v)`
error: aborting due to previous error
std::mem::drop, which it refers to, does take by owner.Your parent's point is that this is kind of a weird corner case that only applies to drop.
It’s pretty hard to express that an object must be invariant without a thing like that. You can’t do so with the storage itself as the object may be passed to a function.
Although there are legit cases for what you describe, it’s a pretty uncommon case.
There's no avoiding Rust. It's becoming the jQuery of systems programming.
C++ has lost the plot in some respects but you don't, and probably won't ever, end up using all of it. A lot of it is to make it easier to write things like the STL, not your typical end-user program. Learn up to 17, there's some good stuff in there. If someone in an interview gives you some highly complex templatey code snippet to analyse just tell them to go fuck themselves.
Likely not, or at least they shouldn't, as it still has yet to have a 1.0 release and is undergoing constant changes in syntax and API.
However, that doesn't mean one can't take the time to learn it right now. Zig shows a lot of promise for being a real contender in this space once it does have a stable release.
As I'm mostly retired at this point, I don't really care how marketable skills are anymore. I go for what looks interesting.
I'm translating a subset of statically typed Python to C++:
http://www.oilshell.org/blog/2020/05/translation-progress.ht...
http://www.oilshell.org/blog/2020/01/parser-benchmarks.html
I use very much a "pidgin" subset of the language -- one that is easy to step through in the debugger! The problem with all these fancy new features is that you're more likely to trip over bugs in the debugger, e.g. incorrect line number information and stack traces.
So the generated code doesn't even use operator overloading, which e.g. C++ 11 range for loops require. I want to be able to see everything. Yet I also want to use features like templates, virtual methods, and strict enums, which C doesn't have.
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Another "modern" project that does this is the Souffle datalog compiler, which generates "monolithic" C++ programs with heavy use of C++ templates:
https://souffle-lang.github.io/translate
(I heard about it due to its role in prototyping Rust's type system)
C++ templates are not fun to write but they have some interesting properties for code generation.
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So I would happy if we stopped writing C++ by hand. But I do not like the alternative rewriting inferior versions of existing programs/libraries in entirely new languages. They often have new bugs, are slower, and have fewer features.
I really like what Zig is doing to reuse existing code (i.e. bundling a C compiler). I think that both Rust and Go ecosystems have led to a lot of fragmentation and redundant efforts.
The "History of Clojure" paper has a nice view on that. Why Clojure is tied to the JVM. So it's part of the ecosystem rather than fragmenting it.
Zig is cool but still very much unstable, running it in production is very much not recommended and/or insane. There's still quite a lot of compiler/stdlib bugs, design edge cases, and breaking changes including introduction of new bugs.
But it's amazingly refreshing for hobby stuff!
I'm not sure if that's meant as a good thing or a bad thing. Given the target audience, I expect a good thing, as for people not entirely immersed into JavaScript and web development at the time (which I expect most people reading about C++ features here were not), jQuery was a godsend. It gets kind of a bad wrap these days, but from my perspective, JavaScript just adopted all the paradigms it encouraged into the language so it's no longer needed. Hard to argue with that success, IMO.
A more concrete example of this is Windows and Java's use of UCS-2 as their character type. That was a forward thinking move which then became a painful legacy issue when Unicode changed.
That's inevitably going to happen to Rust to some extent, but it's targetting a realm that is far slower to evolve and it seems like they are very mindful of history and theory.
Modern c++ is a powerful, expressive language. It’s not a “object oriented” language in the fetishistic sense — I don’t write that many classes comparatively. A lot of generic programming and functional algorithms in my case. And I can couple directly to the iron as needed.
Yes there are some unfortunate syntactic issues due to it having evolved from C but that’s how the world works.
Yes, absolutely. I (somewhat recently) did that, and I find modern C++ to be almost like a new language. The "modern" features are very useful and powerful.
Studying everything new is, of course, a much more ambitious goal.