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Care to back up that statement? Can you explain how objects and patterns in C++ make the design worse than objects and patterns in another language?


Here's a list of what seem to me, in hindsight, to be the biggest mistakes in the design of C++:

1) Header files. They don't improve your code or your build process in any way, they just make you retype everything twice and make the compiler reprocess everything as many times as it's included. There's no reason why even a low-level language today can't have a module system like Java's, where everything is typed in and compiled only once.

2) Having exceptions without having garbage collection. Having both of these, or none of these, would have been OK, but having one and not the other makes writing exception-safe code unnecessarily difficult. It took people years to write the first correct exception-safe container class and understand all the tricky leaks that can happen. See Tom Cargill's 1994 article: http://ptgmedia.pearsoncmg.com/imprint_downloads/informit/aw... and Herb Sutter's failed answer in 1997: http://www.gotw.ca/gotw/008.htm .

3) The template mechanism is too general and not a good fit for many of the tasks that people are trying to solve with it. Easy tasks like parameterized container types would've been better solved with a simpler mechanism like Ada generics (no specialization, no implicit instantiation, only one copy of object code, possible to compile separately). Harder tasks should be solved with purpose-built mechanisms, e.g. if you really need lambda, build it into the language. Faking lambda with templates isn't much better than faking it with preprocessor macros.

4) Strings should've been built in, and done right. There must be only one string type (Unicode). All string literals must be instances of that type. No null-terminated strings anywhere, they're a very bad default. If your application demands shaving a couple cycles from operations on character buffers, you can always use custom code.

I'm not asking for garbage collection, multithreading, GUI toolkits or any other fancy features. C++ could've gotten these five things right and still be a very good fit for all the bare metal speed hackery that people want.


Not that I am a C++ fanboy, but your list is sort of orthogonal to what I would list.

1) Header files. They don't improve your code or your build process in any way

They improve modularity. I have a header for each module which list the functionality exposed from that module and nothing else.

This avoids leaking implementation details, helper functions, etc. and it allows me to “ship” the module in binary form (a static or dynamic library).

2) Having exceptions without having garbage collection.

As for your example of container classes, the problem (IIRC) is to not leave the container in an invalid state, when the exception is thrown, e.g. if you insert a range into a vector, and an exception occurs in the middle of this, you need to rollback before rethrowing the exception.

Relying on the rules of when objects with automatic storage are destructed actually makes this easier than not having automatic storage (but instead a garbage collected heap with non-deterministic behavior).

3) The template mechanism is too general and not a good fit for many of the tasks that people are trying to solve with it

The C++ template mechanisms gave us STL, something the author said no other language allowed him to create, and something I am truly grateful for having been exposed to in my career.

While I don’t particularly like many of the uses of templates in boost, i.e. the template expressions you refer to (like faking lambda functions) I don’t consider it a mistake to have introduced a flexible compile-time macro system. I mean, everything can be misused…

4) Strings should've been built in, and done right

Strings weren’t really “designed”, many compiler vendors did their own string classes, and the standard tried to adopt sort of a common denominator (I mention this since your list is issues with the C++ design).

As for having to be built in: I don’t think types beyond the most primitive stuff needs to be built in, but the language should allow the user (library supplier) to introduce new types that look and feel exactly like built in types, that way, we can also get regexps, matrixes, associative arrays, sets, a.s.o. as types which feel like first class citizens.


> [Header files] improve modularity. I have a header for each module which list the functionality exposed from that module and nothing else.

Have you seen how Java does it? You annotate your stuff as "public" when you want to expose it.

> As for your example of container classes, the problem (IIRC) is to not leave the container in an invalid state, when the exception is thrown, e.g. if you insert a range into a vector, and an exception occurs in the middle of this, you need to rollback before rethrowing the exception.

There are two problems: leaving the container in a valid state, and avoiding memory leaks. The former is a problem in most languages with parameterized types and exceptions. The latter is a problem only in C++, because what you call "automatic storage" makes exception-safety difficult as I pointed out. Since adding garbage collection to C++ is still a non-starter, I'm gonna go ahead and say adding exceptions was a mistake. The C way with error codes was better. With error codes, writing an error-safe Stack class would've been a task for one day instead of three years. (Granted, the code would've been longer and less "subtle". I don't care.)

> The C++ template mechanisms gave us STL, something the author said no other language allowed him to create, and something I am truly grateful for having been exposed to in my career.

I'm not sure the STL should ever have been made an industrial standard. People mostly need things like foreach, filter, fold, find, sort... STL's interface for such operations is too convoluted, you have to write a lot of weird code that doesn't do anything except make the compiler happy, learn about iterators etc. The sweet-spot interface (IMO) is by using closures, like Smalltalk does it:

    product := 0.
    numbers do: [:each | product := product * each]
> As for having to be built in: I don’t think types beyond the most primitive stuff needs to be built in

Well, you can't help having strings built in, because the language has string literals, right? They must evaluate to something. All I'm saying is that the wrong default (making them evaluate to a pointer that points to the start of a null-terminated string, and having tons of library functions that accept those) is worse than the right default (making them evaluate to an instance of a built-in string type).

> the language should allow the user (library supplier) to introduce new types that look and feel exactly like built in types, that way, we can also get regexps, matrixes, associative arrays, sets, a.s.o. as types which feel like first class citizens.

This generally doesn't work unless your language is extremely syntactically malleable, like Lisp, and I'm not sure it's an especially worthwhile goal. Can C++ get regexp literals like in Perl? Map literals like in Javascript? Actually it doesn't even have array literals, instead it has "initializers" that aren't even rvalues. I think the sane decision is to give the user a bunch of built-in types that cover like 80% of the required functionality (booleans, numbers, strings, arrays, closures, maybe also regexps and maps) and let them implement the rest as libraries without worrying that their new type "looks just like a built-in".


Check out http://yosefk.com/c++fqa/ (C++ Frequently Questioned Answers), particularly Defective C++ http://yosefk.com/c++fqa/defective.html, and most interestingly Undecidable Grammar at http://yosefk.com/c++fqa/defective.html#defect-2.




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