More D Features Working Their Way Into C++

Tejas notrealemail at gmail.com
Sun Nov 27 13:58:53 UTC 2022


On Sunday, 27 November 2022 at 10:30:24 UTC, Paulo Pinto wrote:
> 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:
>>> [...]
>>
>>
>> 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.



I guess the feature that will differentiate D forever is the 
presence of the tracing GC and less cluttered syntax

While C++ has it's smart pointers, one has to go through the 
effort of using them explicitly while you get access to memory 
safety in D rather transparently

About the syntax, let's see if cppfront and Carbon go beyond 
being an "experiment"


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