| We don't just add things for the sake of adding them. Most new features are being driven by two things: 1. Making the language friendlier for beginners and easier to understand. 2. Addressing pain points by production users. That being said, I'd push back a little on "number of features" as a measure of complexity. There's a few ways in which this is a problem. For example, the "waterbed theory of complexity", that is, if you make the language simpler, you push the complexity elsewhere. This can be good or bad, depending. I generally hesitate to compare Rust to other languages, but there was a good illustration of this the other day, about Rust and Go: https://news.ycombinator.com/item?id=17618918 Basically, Go has kept the language incredibly simple. Rust has added many features that Go does not. But that means that error handling in Go is significantly more verbose than in Rust. You can't just wave away the inherent complexity of properly handling errors; it has to go somewhere. Both choices are 100% valid, just different. The other big issue with simply enumerating features is that cohesion and orthogonality is important. C++ did something truly impressive; they changed the fundamental model in which you write code. Idiomatic C++98 and idiomatic C++17 look and feel very different. The cost of this is that many features don't quite fit together as well as you would like. Or at least, that's what people say. We try to really make sure that features fit together in a way that makes sense. Time will tell if we succeed. |
I hope you realise that the C++ design committee also doesn't add things for the sake of adding them. They aren't morons. Often there is a very real tradeoff in every decision, but generally the motivations seem to also be those two you mention.