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by pornel 2588 days ago
D excluded itself from being C/C++ killer by having a GC. I know they've backtracked on that, and the -betterC subset of D looks interesting, but it's a bit late for that.
1 comments

Only to the GC hating crowd.

Unreal and UWP/COM developers are perfectly fine with writing C++ code with a GC around.

If GC & runtime is on the table, then there are many nicer languages you can use (Go, D, Swift, Kotlin). I assume that the C and C++ users who haven't switched yet are largely the "GC-hating" crowd that can't.

COM and other refcounted ones get a pass. But I'm surprised that Unreal gets away with a mark-and-sweep GC. Perhaps because it's only required for UObjects, and the rest of the codebase can still easily avoid using the GC? You can even cause use-after-free bugs on UObjects, if you want to.

Isn't Swift also refcounted?
Reference counting is a GC algorithm, as per CS curriculum.
Try to broaden your horizons.. I work in telecoms only one step away from a FPGA, a 1ms pause would be a critical bug report..
My horizons are already broaden.

https://atlas.cern/discover/detector/trigger-daq

You can also try to broaden yours.

https://www.ptc.com/en/products/developer-tools/perc

Will this work for you? I guess most likely not, and you really cannot afford any kind of delay, where even a C++ virtual call would be considered a bug, given the 1ms delay.

The point being that only a very tiny population has such requirements, just like barely anyone writes applications 100% fully in Assembly.

I'll look at your links but to answer to your question: yes virtual functions are not accepted in the code.