6 ms·
AAA games, browsers... Really, anything where you need to have some abstraction but performance is still critical.
by redthrowaway 15y ago
AAA games, browsers... Really, anything where you need to have some abstraction but performance is still critical.
- groby_b 15y agoThere's a large faction in AAA games that thinks C++ is a stupid idea. It's debatable who's right in that debate, but good points are being raised. The problem is not so much that C++ is a worse language than C - it's that it makes it insanely easy to shoot yourself in the foot in hideously complex ways that take forever to unravel. See e.g. two phase name lookup - http://blog.llvm.org/2009/12/dreaded-two-phase-name-lookup.html http://blog.llvm.org/2009/12/dreaded-two-phase-name-lookup.h... There are plenty of other places where the design constraints of C++ have forced it into a dark corner on the edge of the realm of madness. It _does_ buy you additional abstraction, but there is a price you pay for that. Personally, I'm not happy with either camp. C shows its age - it's from the 70s - and C++ is just out of control. So I'll continue to use both unless there's a decent replacement. (I'm squinting at Go, Rust, and BitC - and none of them are quite what I'd like to see)
- andolanra 15y agoI might suggest taking a look at D. It's more or less C++ redesigned from the ground up by a C++ compiler writer, so it's much more consistent and a lot more pleasant to program in. I've had bad experiences with the third-party libraries, which were sometimes inconsistently documented and half-finished on account of the still unfortunately small community, but the standard libraries are excellent, especially everything that Andrei Alexandrescu has touched. For elaboration: http://drdobbs.com/article/print?articleId=217801225&siteSectionName= http://drdobbs.com/article/print?articleId=217801225&sit...
- zoul 15y agoIt’s a great pity that Objective-C doesn’t get more attention in this regard. It’s C, so it features all the simplicity, elegance and existing APIs. And at the same time it offers a good, simple and flexible object model with almost no surprises. The performance can be very good, too, as proved by the Apple runtime, and you can always drop to lower-level tricks or plain C when you need it. The syntax takes some getting used to, but then turns into another advantage, since it’s very self-descriptive. Again, it’s a shame it gets so little attention outside the Apple world, because it would be a perfect match for many use cases.
- cageface 15y agoThe problem is that Obj-C message passing is always going to have a cost. STL implementations can inline accessors, for instance, to provide containers and algorithms with essentially zero overhead that can even be faster than raw C because the compiler has more type information.
- zoul 15y agoThat’s a non-issue for the vast majority of people. As an example, I have written games in Objective-C for the first iPhones. In a game running at 50 fps you have about 20 ms to get a single frame out, and still I could freely use message passing in the inner game loop without giving it a thought. See also some older measurements by Mike Ash: http://goo.gl/DBTPE http://goo.gl/DBTPE.
- cageface 15y agoAn Obj-C message is still about 5x slower than a C++ virtual function call, but even that is too slow for inner loops of expensive algorithms. For example, I'm doing DSP at 44.1k ops per second and I can only afford about one virtual function call for every sixteen samples but I can put my samples in an STL vector with no access overhead vs a raw array. It's true that most people don't need the performance you can get with C++ but if you do it's still really your only serious option.
- 15y ago