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by Const-me 2183 days ago
> Why is that a problem if you are manually doing it, though?

Here’s couple examples: https://github.com/Const-me/DtsDecoder/blob/master/Utils/App... https://github.com/Const-me/SimdIntroArticle/blob/master/Flo... I would like to use lambdas instead of classes, but can’t, due to that defect of C++.

> In commercial games, not really.

In commercial games too. While they don’t care about security, they do care about compatibility and crash report diagnostics.

> As for "compatibility", I am not sure what you mean.

A windows update shouldn’t break stuff. A software or a game should run on a Windows released at least 10 years in the future.

> Clang can produce debugging info that you can use with VS.

According to marketing announcements. This page however https://clang.llvm.org/docs/MSVCCompatibility.html only says “mostly complete” and also “Work to teach lld about CodeView and PDBs is ongoing”. PDB support is not about VC compatibility, it’s about Windows compatibility really: the debugger engine is a component of OS, even of the OS kernel. WinDbg is merely a GUI client for that engine, visual studio is another one.

Overall, in my experience, the platform-default compilers cause the least amount of issues. On Windows this means msvc, on Linux gcc, on OSX clang. Technically gcc and clang are very portable. Practically, when you’re using a non-default toolset, you’re a minority of users of that toolset, e.g. the bugs you’ll find will be de-prioritized.