Although there are C features I like that I would need to remove before introducing C++ to a codebase, so this may not always be so simple.
What is mess in C++? Yes, it has some shady parts and is more complex than C, but this complexity provides expressiveness and type safety. And you can always use only features from C++ you find useful.
> also contribute to projects that introduce C++ into a C code base, and I really wish they hadn't done this.
What is problematic in these projects other than unfamiliarity of C++ for developers previously used only C?
Just a couple examples:
How do you make a shallow copy of an object in C++, how do you do the same thing in C? Knowing I can just memcpy _any_ struct in C and have a valid shallow copy is pretty huge.
How do you create a stable ABI in C++? How do you make one in C? In C, knowing that all my exported functions will mostly just work and be stable as long as I don’t change the interface is also huge and allows you to create cross language bindings pretty trivially.
Shallow copies aren't generally possible for classes storing something indirectly, since it violates ownership semantics. That's not how things are done in C++.. Operator = is usually used for making copies, which is optimized to memcpy for POD structures, but for something more complex may perform extra work for doing an actual deep copy.
> How do you create a stable ABI in C++
It's a complex topic. Basic ABI for calling functions is identical to C. But one need to keep in mind, that type layouts and internal implementations of library types (like containers) may differ from implementation to implementation and from version to version.
> knowing that all my exported functions will mostly just work and be stable as long as I don’t change the interface
Nothing prevents you doing this in C++. You can have C-style external interface and use all goods of C++ internally.
"That's not how things are done in C++" I like C, because I can just decide for myself how things are done here.
You left out the part of my comment where I said “pretty trivially” lol. C++ is mostly a superset of C, which is why I’m not arguing that it’s impossible to do these things in C++. I like C++ too, and think some of the things in there are great. But the simplicity of C is nice. I would often get overwhelmed thinking about all the different constructors in C++ and what I needed to do to ensure that I didn’t accidentally tank performance by copying objects around everywhere (and potentially calling some invisible constructor that did extra work in the copy function). In C, I know when I memcpy it’s just gonna move some bytes around.
Overall, I really don’t care all that much one way or the other. But I can see how people could prefer C to C++. I could also see how people prefer C++. I really really miss function overloading and <string.h> when I use C
Ah, the old "programmers just need to be more disciplined when using C++".
Yeah, C programmers have never seen that argument before...
A difference between C++ programmers and C programmers is that C++ programmers have the awareness to know their language has bad parts to avoid, but C programmers are oblivious to the bad parts until someone uses it, but otherwise sing paeans for the language.
Nitpick: that isn’t possible anymore. gets was removed from C in C11 (https://en.cppreference.com/c/io/gets)
I do not think C++ is more expressive or type safe.
$ echo -ne "#include <stdlib.h>\nint foo() { return malloc(42); }" | gcc -xc -fsyntax-only -c -
<stdin>: In function ‘foo’:
<stdin>:2:20: warning: returning ‘void *’ from a function with return type ‘int’ makes integer from pointer without a cast [-Wint-conversion]
Whereas in C++ it's a hard error: $ echo -ne "#include <stdlib.h>\nint foo() { return malloc(42); }" | gcc -xc++ -fsyntax-only -c -
<stdin>: In function ‘int foo()’:
<stdin>:2:26: error: invalid conversion from ‘void*’ to ‘int’ [-fpermissive]
Does this not count as "more type safe" to you?I do want an error when I violate types, I do not want it for void, because that's the whole meaning of void. C++ manages to make it the worst of both worlds.
I’m mostly happy with implicit casts from void* to int* or something. But in this code example, we see an implicit cast from void* to int, casting the pointer itself into a number that might not even fit the pointer. This is rarely what you want. I’d much rather explicit casts in this case.
My understanding is that C has a different understanding of the word warning than other languages. Such as in "stern warning" or "warning: the building will collapse if you take that brick out".
This is a philosophical problem. C has false positives to the question: "Is that a program", and some people find that to be idiotic (I don't, this is why I like C). But this becomes really logical, when you have in mind, that the point is that you do not want to have false negatives.
> Otherwise, if a program contains a violation of any diagnosable rule or an occurrence of a construct described in this document as “conditionally-supported” when the implementation does not support that construct, a conforming implementation shall issue at least one diagnostic message.
The C++ standard does seem to explicitly require the compiler to reject translation units with a failed static_assert. (The requirements for #error are a little confusing; not sure if a failed #error in a conditional block requires failure.) But I couldn't find a rule that mandates failure for invalid implicit int conversions. Implicit pointer to int conversions are invalid for the same reasons in both C and C++. Basically, AFAICT C++'s type safety in this regard is a matter of historical compiler behavior, and now the major C compilers are adopting that behavior, which they previously had allowed (with a mandatory diagnostic message) for backward compatibility reasons.
Also, a question for a C expert like you, uecker: In your opinion, does the compound literals feature have complex lifetimes rules or complex semantic rules otherwise?
I am not sure I understand the second question. I do not think compound literals have complex lifetime rules. The lifetime end with the corresponding block, as do other objects in C (one needs to know what a block is, some people confuse this with scope). There is some potential issue which may be surprising when passing them to macros that make use of the statement expression extension, as the lifetime is then limited to the macro body.
I have read up on it, and I do not remember why I arrived at the conclusion that compound literals have complex rules. Their rules are different from C++ and Rust temporaries, but the rules of compound literals are not complex, though their block lifetimes do have to be understood. I have seen at least two C developers being confused about their lifetimes (mostly about when used inside if-statement's condition or in a loop), but most C developers seem to grasp compound literals and their lifetime quickly, and the cppreference.com page is relatively short, which reflects the simplicity of compound literals. It helps that one can understand them as a local variable, local to the specific block that they are used in.
In contrast, C++ and Rust temporary lifetimes can vary, and those lifetime rules can confuse developers, like in https://fasterthanli.me/articles/a-rust-match-made-in-hell .
Mojo seems to avoid many of C++'s and Rust's issues on the topic about lifetimes.
Edit: The trade-off of C compound literals is as far as I can tell that their lifetime is longer than sometimes necessary.
> Sure, C++ has its own downsides
"Sure, getting your eyes gouged out has its downsides, but is it better to read that awful mess of macros in C instead?" The answer most people would give to this question may surprise you.
Okay, other than <vector>, what are the good parts? Because as the sibling comments rightfully point out, migrating your codebase from C to C++ just to be able to use <vector> is not worth it.
The <map> is a sad joke played upon the C++ programmers by the standard committee.
<map> does the work just fine, not everyone has winning microbenchmarks as part of their daily work.
It has a rather weird interface, at least until C++ 17 when some of the deficiencies were patched somewhat.
(Spporting or even encouraging destructive mutation, and by this I mean not incrementing counters or anything harmless but allowing iterator invalidations and crashes, are also why std::vector is bad in my opinion, these are idiomatic APIs for 90s and 2000s programming, which we should know better to avoid in 2026).
C++ containers are designed for average demands. If you need something more specific, you can always use an alternative implementation. And it's better than messing with macros in pure C.
> you have to deal with RAII
What's problematic with it?
> implicit allocations
Allocations aren't implicit. It's usually clear from the documentation where allocation takes place (like in concatenating strings or copying strings).
> unexpected mutation (invalidation)
It's not the case with standard library containers. Mutating methods aren't const-qualified, so that it's clear where mutation can take place. And in C++ it's strictly recommended to mark as const everything in regular user code which shouldn't be mutated.
As someone who has been programming exclusively in C/C++ for a long time -- the biggest selling point for these languages in 2026 is exactly being suited to doing something specific, not generic.
> Allocations aren't implicit
std::map<int,int> m;
m[1] = 42; // implicit alloc
auto m2 = m; // implicit too
> in C++ it's strictly recommended to mark as const everything in regular user code which shouldn't be mutated.Theory and practice. Making everything const correct is too painful in practice, often impossible. It's a trap for bean counters that can't focus on getting some actual useful work done. I'm being harsh to my own past self here. Counter question: why include allocation mechanics with some existing data that never gets changed? Why should we have to add much more boilerplate to get the simpler thing?
operator[] of associative containers is mutating and may allocate. It's mentioned in the documentation. And there is no operator[] overloading for const instances, so that you can't trigger an allocation by just reading elements from it.
> auto m2 = m; // implicit too
Taking a copy requires making an allocation. Do you expect some other behavior in such case?
> Making everything const correct is too painful in practice, often impossible
Maybe you are dealing with some legacy codebase (from 90s)? I have worked with multiple codebases in past 10 years or so and keeping things which shouldn't be mutated const wasn't a problem at all. All the code was written using such approach.
> why include allocation mechanics with some existing data that never gets changed
I don't think I fully understand this question. What never gets changed? In your example you are mutating a container and taking a copy of it (which can be changed later).
No, just saying this stuff is implicit and thus hard to read. More so the allocation on indexing assignment. and keeping things which shouldn't be mutated const wasn't a problem at all.
> and keeping things which shouldn't be mutated const wasn't a problem at all.
As soon as datastructures become more complicated and more interconnected, it's not clear anymore what const should even mean (issues are similar as with deep vs shallow copies, how do you even draw the lines, where are the objects?).
And the major philosophical flaw in the const vs. non-const distinction is that to make a strict separation you have to move everything mutable into constructor calls (for the most part, not getting more into the weeds of C++). Which is very awkward, it's a real tradeoff you need to be aware of. I realized only after playing these games for a long time what a waste of time it is and how much complexity it creates.
I don't know why you are now jumping to setjmp/longjmp, trying to make a point that somehow C is the worst programming languages ever, when all I am trying to argue is for sane programming practices, hinting that more complex features (line especially found in newer languages) are not solutions but part of the complexity problem.
> auto m2 = m; // implicit too
Taking a copy requires making an allocation.
C++ makes it “look nice” at the cost of clarity. But not consistently. Overall, despite addition of syntax sugar in various places to make things look smooth, we arguably have “a lot of syntax” (“syntax castles”) in C++, as a result of embracing a lot of complexity. C, OTOH, avoids both sugar and castles.If you find that RAII is a problem, I pity how poor a programmer you must be...
Fully agree, for locks or other simple begin/end pairs it doesn't create the same kind of architectural damage. But I don't use it even there, because RAII fundamentally doesn't play well with manual cleanup code. It's kind of an all-in game, if you use some RAII there are strong forces (whenever you need to get the "nesting" right) to convert all remaining manual begin/end type code to types that define that functionality out-of-line in the destructor/destructor, leading to fragmentation.
I could re-type all the essential stuff from std::string that I've ever used myself within 10 minutes, no problem, without looking up external sources, including copy & move semantics and whatnot. But I'm deliberately not doing it. Because I don't like this "invention".
Plain C strings all over the place.
Since I learnt C in 1990, knowing to count up to 10 is enough, for the amount of times I saw it actually being done.
Also std::start_lifetime_at is a hack and ive seen nobody using it in all the placed where it aught to be used.
If optimizing based on object lifetimes could be turned off, itd be turned off everywhere for hardening like strict aliasing is.
1: https://github.com/llvm/llvm-project/commit/905a88b923433eb8...
Usually the way we do it here is we honor some interface then rewrite the subsystem in c++.
And then there's the real hurdle and that is getting the c++ idiom correct as it is very easy to just open the floodgates and let everyone write code that looks vastly different.
Problem is C++ has many features which I likely won't be able to understand in this lifetime. But using C-style C++ is nuts.
Just the extra of STL is basically the C that C should have been. It's a shame not to have a string type or use brittle macros.
Also, template metaprogramming is way more arcane than C macros. And I need compile-time metaprogramming in leu of dynamic allocation. So C macros it is for now (Zig is promising but still not there yet).
These macro tricks (from the article) are not about recreating C++ in C. C is less opinionated (comp. to C++): it gives you fewer built-in abstractions; does not prescribe which DS dev. should use. It is bring-your-own-data-structures language. Bring whatever you choose. In C, newer language standard is not always better. Older lang standards support more platforms. There is a certain beauty in writing in an old language while still applying modern coding practices.
I like C. I don't hate other languages. I wouldn't use C for apps that should have been written in C# with WinForms...