More D Features Working Their Way Into C++

Paulo Pinto pjmlp at progtools.org
Sun Nov 27 10:30:24 UTC 2022


On Sunday, 27 November 2022 at 09:25:53 UTC, zjh wrote:
> On Sunday, 27 November 2022 at 09:04:23 UTC, Paulo Pinto wrote:
>> On Sunday, 27 November 2022 at 00:20:08 UTC, Walter Bright 
>> wrote:
>>> https://twitter.com/WalterBright/status/1596658148932489218
>>
>> Which is actually Circle, a C++ superset, without any 
>> guarantees if ISO C++ will ever adopt it.
>>
>> If it ever happens, it will be yet another reason to keep 
>> using C++, as the C++ developers will get D goodies, alongside 
>> the large ecosystem of libraries, IDE and graphical tooling 
>> that they enjoy today.
>>
>> So it is a bit of pyrrhic victory having C++ adopting D 
>> features.
>
>
> If `D` can be close to seamless interfacing `C++`, there will 
> be many people using `C++` and `d` at the same time. This is 
> not a bad thing.
> You can get the benefits of `C++` and `d` at the same time.
>  Even, if you can seamlessly interface `rust`,`d` programmers 
> can directly use the `rust` library. Wouldn't it be nice?

Correct, however what is being discussed here, is C++ copying D 
features, thus making the switch even less relevant.

Another example, thanks to the work done by Unity with C# and 
HPC#, and their collaboration with Microsoft in bringing Midori's 
System C# features into regular C#, the language has become the 
number one partner tool to C++ for game developers.

Even Godot ships C# in the box, and there are unofficial 
extensions for Unreal, while for D, one has to go through the 
hurdle to deal with Godot-D integration. While not that hard, it 
is an adoption obstacle.

Yet D also lead the way there with Remedy Games and their usage 
of D.

So patting one's back of which languages are copying D's 
features, or D did it first, hardly matters in the adoption game.


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