In my experience, this is absolutely true. I wrote my own metaprogramming frontend for C and that's basically all you need. At this point, I consider the metaprogramming facilities of a language it's most important feature, by far. Everything else is pretty much superfluous by comparison
It should be done at some point. People can always develop languages with more or less things but piling more things on is just not that useful.
It sounds cool in the minds of people that are designing these things but it is just not that useful. Rust is in the same situation of adding endless crap that is just not that useful.
Specifically about this feature, people can just use asserts. Piling things onto the type system of C++ is never going to be that useful since it is not designed to be a type system like Rust's type system. Any improvement gained is not worth piling on more things.
Feels like people that push stuff do it because "it is just what they do".
It is difficult to overstate just how important these features are for high-performance and high-reliability systems software. These features greatly expand the kinds of safety guarantees that are possible to automate and the performance optimizations that are practical. Without it, software is much more brittle. This isn’t an academic exercise; it greatly reduces the amount of code and greatly increases safety. The performance benefits are nice but that is more on the margin.
One of the biggest knocks against Rust as a systems programming language is that it has weak compile-time and metaprogramming capabilities compared to Zig and C++.
Aren’t Rust macros more powerful than C++ template metaprogramming in practice?
Declarative macros deliberately don't share Rust's syntax because they are macros for Rust so if they shared the same syntax everything you do is escape upon escape sequence as you want the macro to emit a loop but not loop itself etc. But other than the syntax they are pretty friendly, a one day Rust bootstrap course should probably cover these macros at least enough that you don't use copy-paste to make those seven functions by hand.
However the powerful feature you're thinking of is procedural or "proc" macros and those are a very different beast. The proc macros are effectively compiler plugins, when the compiler sees we invoked the proc macro, it just runs that code, natively. So in that sense these are certainly more powerful, they can for example install Python, "Oh, you don't have Python, but I'm a proc macro for running Python, I'll just install it...". Mara wrote several "joke" proc macros which show off how dangerous/ powerful it is, you should not use these, but one of them for example switches to the "nightly" Rust compiler and then seamlessly compiles parts of your software which don't work in stable Rust...
Rust's macros work on a syntactic level, so they are more powerful in that they can work with "normally" invalid code and perform token-to-token transformations (and in the case of proc macros effectively function as compiler extensions/plugins) and less powerful in that they don't have access to semantic information.
While I agree that, generally, compile time metaprogramming is a tremendously powerful tool, the C++ template metaprogramming implementation is hilariously bad.
Why, for example, is printing the source-code text of an enum value so goddamn hard?
Why can I not just loop over the members of a class?
How would I generate debug vis or serialization code with a normal-ish looking function call (spoiler, you can't, see cap'n proto, protobuf, flatbuffers, any automated dearimgui generator)
These things are incredibly basic and C++ just completely shits all over itself when you try to do them with templates
Aside from this being trivial in C++26, imo it isn't actually that tricky. Here's a very quick implementation I made awhile ago: https://github.com/Cons-Cat/libCat/blob/3f54e47f0ed182771fce...
Great, it took them 51 years to make a trivial operation trivial. Call me next millennium when they start to figure out the nontrivial stuff, I guess.
In the space of language design, everything "more powerful" is not necessary good. Sometimes less power is better because it leads to more optimisable code, less implementation complexity, less abstraction, better LSP support. TL;DR More flexibility and complexity is not always good.
Though I would also challenge the fact that Rust's metaprogramming model is "not powerful enough". I think it can be.
And not only for performance but also for thread safety (eliminates initialization races, for example, for non-trivial objects).
Rust is just less powerful. For example you cannot design something that comes evwn close to expression templates libraries.
This is already built-in to the language as a facet of the affine type system. I'm curious as to how familiar you actually are with Rust?
> Rust is just less powerful.
On the contrary. Zig and C++ have nothing even remotely close to proc macros. And both languages have to defer things like thread safety into haphazard metaprogramming instead of baking them into the language as a basic semantic guarantee. That's not a good thing.
Proc macros is basically plugins. I do not think thos is even part of the "language" as such. It is just plugging new stuff into the compiler.
You keep saying this and it's still wrong. Rust is quite capable of expression templates, as its iterator adapters prove. What it isn't capable of (yet) is specialization, which is an orthogonal feature.
Assuming I'm interpreting what you're saying here correctly, this seems wrong? For example, this compiles [0]:
const fn foo(n: usize) -> usize {
n + 1
}
fn bar<const N: usize>() -> usize {
N + 1
}
pub fn baz() -> usize {
bar::<{foo(0)}>()
}
In any case, I'm a little confused how this is relevant to what I said?AFAIU iterator adapters are not quite what expression templates are because they rely on the compiler optimizations rather than the built-in feature of the language, which enable you to do this without relying on the compiler pipeline.
vector l;
product& r;
auto operator[](size_t i) {
return l[i] + r[i];
}
And then product<vector, vector> would effectively have: vector l;
vector r;
auto operator[](size_t i) {
return l[i] * r[i];
}
That would require the optimizer to inline the latter into the former to end up with a single expression, though. Is there a different way to express this that doesn't rely on the optimizer for inlining?Right, I understand that. What is not exactly clear to me is how you get from the tree of deferred expressions to the "flat" optimized expression without involving the optimizer.
Take something like the above example for instance - w = x + y * z for vectors w/x/y/z. How do you get from that to effectively
for (size_t i = 0; i < w.size(); ++i) {
w[i] = x[i] + y[i] * z[i];
}
without involving the optimizer at all?OK, so how would you write an expression template for the given computation, then?
> Expression templates do not rely on O1, O2 or O3 levels being set - they work the same way in O0 too and that may be the hint you were looking for.
This claim confuses me given how expression templates seem to work in practice?
For example, consider Todd Veldhuizen's 1994 paper introducing expression templates [0]. If you take the examples linked at the top of the page and plug them into Godbolt (with slight modifications to isolate the actual work of interest) you can see that with -O0 you get calls to overloaded operators instead of the nice flattened/unrolled/optimized operations you get with -O1.
You see something similar with Eigen [2] - you get function calls to "raw" expression template internals with -O0, and you need to enable the optimizer to get unrolled/flattened/etc. operations.
Similar thing yet again with Blaze [3].
At least to me, it looks like expression templates produce quite different outputs when the optimizer is enabled vs. disabled, and the -O0 outputs very much don't resemble the manually-unrolled/flattened-like output one might expect (and arguably gets with optimizations enabled). Did all of these get expression templates wrong as well?
[0]: https://web.archive.org/web/20050210090012/http://osl.iu.edu...
[1]: https://cpp.godbolt.org/z/Pdcqdrobo
I think my question is pretty simple: "How does an optimizer-independent expression template implementation work?" Evidently the resources I've found so far describe "optimizer-dependent expression templates", and apparently none of the "expression template" implementations I've had reason to look at disabused me of that notion.
> My comments here is not work, and I am not here to win arguments, but most of the time learn from other people's experiences, and sometimes dispute conclusions based on those experiences too.
Sure, and I like to learn as well from the more knowledgeable/experienced folk here, but as much as I want to do so here I'm finding it difficult since there's precious little for me to go off of beyond basically just being told I'm wrong.
> If you don't believe me, or you believe expression templates work differently, then so be it.
I want to understand how you understand expression templates, but between the above and not being able to find useful examples of your description of expression templates I'm at a bit of a loss.
Of course in many cases the optimization level does matter: if you are optimizing small vector operators to simd inlining will still be important.
How does that work on an implementation level? First thing that comes to mind is specialization, but I wouldn't be surprised if it were something else.
> What does depend on the compiler is whether the incidental trivial function calls to operators gets optimized away or not.
> Of course in many cases the optimization level does matter: if you are optimizing small vector operators to simd inlining will still be important.
Perhaps this is the source of my confusion; my uses of expression templates so far have generally been "simpler" ones which rely on the optimizer to unravel things. I haven't been exposed much to the kind of matrix/BLAS-related scenarios you describe.
struct F { double x; };
enum Op { Add, Mul };
auto eval(F x) { return x.x; }
template<class L, class R, Op op> struct Expr;
template<class L, class R> struct Expr<L,R,Add>{ L l; R r;
friend auto eval(Expr self) { return eval(self.l) + eval(self.r); } };
template<class L, class R> struct Expr<L,R,Mul>{ L l; R r;
friend auto eval(Expr self) { return eval(self.l) * eval(self.r); } };
template<class L, class R, class R2> struct Expr<Expr<L, R, Mul>, R2, Add>{ Expr<L,R, Mul> l; R2 r;
friend auto eval(Expr self) { return fma(eval(self.l.l), eval(self.l.r), eval(self.r));}};
template<class L, class R>
auto operator +(L l, R r) { return Expr<L, R, Add>{l, r}; }
template<class L, class R>
auto operator *(L l, R r) { return Expr<L, R, Mul>{l, r}; }
double optimized(F x, F y, F z) { return eval(x * y + z); }
double non_optimized(F x, F y, F z) { return eval(x + y * z); }
Optimized always generates a call to fma, non-optimized does not. Use -O1 to see the difference (will inline trivial functions, but will not do other optimizations). -O0 also generates the fma, but it is lost in the noise.The magic happens by specifically matching the pattern Expr<Expr<L, R, Mul>, R2, Add>; try to add a rule to optimize x+y*z as well.
I think at this point I can see how my initial assertion was wrong - specialization isn't fully orthogonal to expression templates, as the former is needed for some of the latter's use cases.
Does make me wonder how far one could get with rustc's internal specialization attributes...
I understand some of these kinds of features are because Rust is Rust but it still feels useless to learn.
I'm not following rust development since about 2 years so don't know what the newest things are.
1. We didn't want to give the thing we're returning a name, it does have one, but we want that to be an implementation detail. In comparison the Rust stdlib's iterator functions all return specific named Iterators, e.g. the split method on strings returns a type actually named Split, with a remainder() function so you can stop and just get "everything else" from that function. That's an exhausting maintenance burden, if your library has some internal data structures whose values aren't really important or are unstable this allows you to duck out of all the extra documentation work, just say "It's an Iterator" with RPIT.
2. We literally cannot name this type, there's no agreed spelling for it. For example if you return a lambda its type does not have a name (in Rust or in C++) but this is a perfectly reasonable thing to want to do, just impossible without RPIT.
Blanket trait implementations ("auto impl trait for type that implements other trait") are an important convenience for conversions. If somebody wrote a From implementation then you get the analogous Into, TryFrom and even TryInto all provided because of this feature. You could write them, but it'd be tedious and error prone, so the machine does it for you.
It is the right tradeoff to write those structs for libraries that absolutely have to avoid dynamic dispatch. In other cases it is better to give a trait object.
A lambda is essentially a struct with a method so it is the same.
I understand about auto trait impl and agree but it is still annoying to me
IMO it is a hack to use dynamic dispatch (a runtime behaviour with honestly quite limited use cases, like plugin functionality) to get existential types (a type system feature). If you are okay with parametric polymorphism/generics (universal types) you should also be okay with RPIT (existential types), which is the same semantic feature with a different syntax, e.g. you can get the same effect by CPS-encoding except that the syntax makes it untenable.
Because dynamic dispatch is a runtime behaviour it inherits a bunch of limitations that aren't inherent to existential types, a.k.a. Rust's ‘`dyn` safety’ requirements. For example, you can't have (abstract) associated types or functions associated with the type that don't take a magic ‘receiver’ pointer that can be used to look up the vtable.
Async/await is just fundamental to making efficient programs, I'm not sure what to mention here. Reading a file from disk, waiting for network I/O, etc are all catastrophically slow in CPU time and having a mechanism to keep a thread doing useful other work is important.
Actively writing code for the others you mentioned generally isn't required in the average program (e.g. you don't need to create your own proc macros, but it can help cut down boilerplate). To be fair though, I'm not sure how someone would know that if they weren't already used to the features. I imagine it must be what I feel like when I see probably average modern C++ and go "wtf is going on here"
curious if you have benchmarks of "catastrofically slow".
Also, on linux, mainstream implementation translates async calls to blocked logic with thread pool on kernel level anyway.
I exclusively wrote rust for many years, so I do understand most of the features fair deeply. But I don’t think it is worth it in hindsight.
A shoutout to Eiffel, the first "modern" (circa 1985) language to incorporate Design by Contract. Well done Bertrand Meyer!
Note that this is not the end of contrats. This is a minimun viable start that they intend to add to but the missing parts are more complex.
Exactly. People stopped using Ada as soon as they were no longer forced to use it.
In other words on its own merits people don't choose it.
Maybe Ada's bad, but programmer preference isn't a strong enough argument. It's just as likely that newer software is buggier and more unsafe or that this otherwise isn't an apples-to-apples comparison.
But my anecdotal experience aside, it is plain to see that developers had the opportunity to continue with Ada and largely did not once they were no longer required to use it.
So, it is exceedingly unlikely that some conspiracy against C++, motivated by mustache-twirling Ada gurus, is afoot. And even if that were true, knocking C++ down several pegs will not make people go back to Ada.
C#, Rust, and Go all exist and are all immensely more popular than Ada. If there were to be a sudden exodus of C++ developers, these languages would likely be the main beneficiaries.
My original point, that C++ isn't what's standing in the way of Ada being popular, still stands.
From my outside vantage point, there seems to be a few different camps about what is desired for contracts to even be. The conflict between those groups is why this feature has been contentious for... a decade now?
Some of the pushback against this form of contracts is from people who desire contracts, but don't think that this design is the one that they want.
C++ will never, ever be modern and comprehensible because of 1 and 1 reason alone: backward compatibility.
It does not matter what version of C++ you are using, you are still using C with classes.
Even C++23 is largely usable at this point, though there are still gaps for some features.
https://en.cppreference.com/w/cpp/compiler_support.html
Funny how gcc seems to be the top dog now, what happened to clang? Thought their codebase was supposed to be easier and more pleasant to work with? Or maybe just more hardcore compiler devs work on gcc?
Also modules was a lot and was kind of the reason it took so long. They are wonderful and I want them but proper implementations (even with many details being implementation defined) required a lot of work to figure out.
Most of the time all the compilers get ahead of the actual release but in that case there were so many uncertainties only rough implementations were available beforehand and then post release they had to make adjustments to how they handled incremental compilation in a user facing way effectively.
There are also things like template for or inplace_vector. I think it has useful things. Just not all things are useful to everyone.
But I do think the frustration that C++ can no longer be a super set of C is overblown by C++.
C++ is sub-optimal for almost any task. For low level stuff plain C or maybe Rust. for higher level Python, Lua, or some Lisp. C++ is a weird in-between language that's impossible to hold correctly.
The nice thing about C++ is that you can more or less turn it into C, if you want. My C++ code is closer to C than idiomatic, modern C++, but I wouldn't want to miss the nice parts that C++ adds, such as lambda functions and the occasional template for generalization. Pretty much the only thing I'm missing from C are order-independent designated initializers, which became order-dependent in C++, and thus useless.
> "Haven't seen anything I'd rather used" reads like "Haven't gotten over the initial learning curve with any other tool"
What an odd thing to say. I simply don't like certain design decisions in other languages that I've checked out and tried, and therefore do not see any reason to switch. E.g. I tried Rust, but it's absolutely terrible for quick&dirty prototyping, which is my main job.
Just beat it. Ah, not so easy huh? Libraries, ecosystem, real use, continuous improvements.
Even if it does not look so "clean".
Just beat it, I will move to the next language. I am still waiting.
I for one can write C++ but I cannot write a single program in C. If the overlap was so vast, I would be able to write good C but I cannot.
I've done things with templates to express my ideas in C++ that I cannot do in other languages, and the behaviour of deterministic destructors is what sets it apart from C. It is comprehensible and readable to me.
I would argue that C++ is modern, since it is in use today. Perhaps your definition of "modern" is too narrow?
Finally, it certainly helps to have a standardized mechanisms instead of everyone rolling their own, especially with multiple libraries.
You are passing in a memory location that can be read or written too.
That’s it.
I worked on a massive codebase where we used Microsoft SAL to annotate all parameters to specify intent. The compiler could throw errors based on these annotations to indicate misuse.
This seems like an extension of that.
A language like C# has true directional parameters. C only truly has “input”
Address zero exists in the CPU, but that's not the null pointer, that's an embarrassment if you happen to need to talk about address zero in a language where that has the same spelling as a null pointer because you can't say what you meant.
It's OK that you didn't know this if you mostly write C++ and somewhat OK that you didn't know this even if you mostly write C but stick to pre-defined stuff like that NULL constant, if you write important tools in or for C this was a pretty important gap in your understanding.
In C23 the committee gave C the C++ nullptr constant, and the associated nullptr_t type, and basically rewrote history to make this entire mess, in reality the fault of C++ now "because it's for compatibility with C". This is a pretty routine outcome, you can see that WG14 members who are sick of this tend to just walk away from the committee because fighting it is largely futile and they could just retire and write in C89 or even K&R C without thinking about Bjarne at all.
But like modules and concepts the committee has opted for staggered implementation. What we have now is effectively syntax sugar over what could already be done with asserts, well designed types and exceptions.