But you're probably not doing s ton of metaprogramming all the time like you should be, and would with a language that allows it.
The lack of metaprogramming is also why C is so slow compared to C++
But you're probably not doing s ton of metaprogramming all the time like you should be, and would with a language that allows it.
The lack of metaprogramming is also why C is so slow compared to C++
A quick compiling C++ project is most likely extremely conservative in its use of C++ (vs C) features.
My entire VRSFML codebase compiles from scratch in ~4s and I liberally use C++ features, I just avoid the Standard Library most of the time.
Templates are not inherently slow, people just don't know how to use them and don't know how to control instantiation.
Most people still think that templates have to go in header files, which is also just plainly false.
C++ templates _are_ slow to compile. They require running something like a dynamically typed VM in the compiler.
This is my `sf::base::Optional<T>` template class, a lightweight replacement for `std::optional` with same semantics: https://github.com/vittorioromeo/VRSFML/blob/master/include/...
This is what ClangBuildAnalyzer reports:
**** Template sets that took longest to instantiate:
833 ms: sf::base::Optional<$> (911 times, avg 0 ms)
Each individual instantiation of this class is sub 1ms.
Including the header itself takes 3ms.I'm sure I can optimize it even further if I wanted to.
---
Now to refute your other incorrect claims:
> The point of templates is generic programming, reusable components.
That's ONE use case. A more general use case is just reducing code repetition in a type-safe manner, which is extremely useful even within the same translation unit. Another use case is metaprogramming. And I'm sure I can come up with more. Templates are a versatile tool.
> And if you have to "selectively pick TUs where they're instantiated", you're basically admitting that you have to invest effort to reduce compile times.
...well, yeah? Of course you have to put in effort to reduce compile times. That doesn't undermine my point at all.
C++ templates are not slow to compile.
As I wrote elsewhere, 1 second is a timespan where we could aim to compile 1 MLOC of code on a single core.
> A more general use case is just reducing code repetition in a type-safe manner
As I said -- code reuse. And interestingly your Optional.hpp is a header...
If you think that's uninteresting, that's an aesthetic preference, not a technical argument.
But let's set that aside, because it's also irrelevant to the compile-time claim.
The point of the example wasn't "look at this fascinating class," it was "here is a real template, used 911 times across the codebase, in a public header -- exactly the scenario you said would be slow -- and it costs under 1ms per instantiation."
You can swap `Optional` for any non-trivial template of similar complexity and the numbers will look similar.
On your 1 MLOC/sec benchmark: that's a fair reference point for C-like code, but it's not the right yardstick for template instantiation, which is doing semantic work (overload resolution, SFINAE, constraint checking) that a C compiler simply isn't.
Comparing them is comparing different jobs.
The honest question is whether template compilation is slow relative to what it's actually doing, and in well-structured code, it isn't.
And yes, `Optional.hpp` is a header -- that's the whole point of the demonstration. I'm not claiming you should hide every template in a .cpp file. I'm claiming that even templates in headers, instantiated hundreds of times, are cheap when written with compile times in mind.
The "put templates in .cpp where it makes sense" advice is for the specific cases, not a blanket rule.
You do see a lot of macro use to deal with this, but that is just primitive, non-typesafe metaprogramming, and it gets unwieldy enough that in practice, you see people add an extra pointer. This is why it gets slower.
99% of code in the wild is comically inefficient and is doing the wrong thing, using way too generic data structures and algorithms for very concrete problems. C++ templates may be one way to make comically slow code faster by spending a lot of compile time. But it's often much quicker to just write straightforward concrete code that the compiler can easily optimize.
IMO C++ makes for slow programs for the sole fact that it compiles so slow (if you use its modern features), so you have much less time to actually iterate and improve.
It should be a goal to keep rebuild times around 1 second (often not quite possible, but 3-5 seconds, even for full rebuilds, is often realistic). I edit, compile, run, edit, compile, run. Editing and running can often take as little as 1-3 seconds, and I sometimes do it dozens of times working in a row, working on a single improvement. That's why there is a 1 second rebuild time goal.
In practice I often work on codebases I don't fully control, but when the build times are excessively high, I will complain and try to improve. Build times longer than 10-15 seconds break the flow, they are a significant productivity hit. But they are quite common with C++ codebases (it can also be bad with C codebases by the way, but C++ is typically much worse because of templates and metaprogramming which is very slow).
> Compilation times don't even measure.
You must be joking. Do you even program?
1 second, seriously? Even the Linux kernel is based on C, and it doesn't even have compilation times approaching that.
I guess I also work on a lot of big data projects, where getting results will take... 48 hours or so, so anything shorter than that is basically some sort of unit test or dry run... so in that context, compilation times do not even register on the things slowing me down.
Yes, seriously, have you ever written a project from scratch? A simple .c file with a thousand lines in it should easily build and start within 100ms. A compiler should be able to do basic parsing and codegen at 1M lines per core.
If your runs take 48h, of course you need a strategy to avoid noticing bugs only after dozens of hours running. You can't tell me that it is efficient to make changes and to wait for minutes or even hours before noticing that your code wasn't even syntactically valid, or maybe it did compile but your code had a small oversight and you need to start over building.
The Linux kernel is a HUGE project, one of the biggest around. Yes, a full rebuild takes a long time, depending on configuration. Incremental rebuilds do not, though.
I'm actually working on a Linux kernel module (distributed filesystem client), it's on the order of 40 KLOC. I can do a full rebuild in 10/15 seconds (debug/release), and that includes calling into the kernel's infrastructure and doing a lot of stuff that shouldn't have to be done. An incremental rebuild after changing a single .c file is about 3 seconds. Restarting the module (swapping for the newly built one) takes less than 10 seconds also. And this can be already a stressful bottleneck depending on the task. Say you're improving logging in a particular section of code, this can easily require 5-10 attempts.
I'm working on Desktop GUIs (2D/3D) too. You need a quick turnaround time as much as possible. Many changes are trivial but you want to do many small incremental improvements, recompile, run and test (manually), often with a breakpoint on the code you're currently working on.
The projects I'm working on are written in C or conservative C++, and most have from thousands to hundreds of thousands lines of code. They can be built from scratch in a short amount of time (< 10s for the smaller ones). And all of them do incremental builds in <= 10 seconds except when maybe changing the most central headers which essentially means a full rebuild.
You can also design a C/C++ codebase to always do a full rebuild, compiling everything as a single unit. That can be faster than trying to do incremental builds, for codebases of considerable size. Try out the popular raddebugger project, a complete build after checkout is about 3 seconds. It's ~300 KLOC I think.