> It's a compromised and goofy implementation with lots of warts.
I don't think this case qualifies as an example. I think the only goofy detail in the story is expecting a random number generator to be non-random and deterministic with the only conceivable usecase being poorly designed and implemented test fxtures.
> What's the point it in having a /standard/ library then?
The point of standardized components is to provide reusable elements that can be used across all platforms and implementations, thus saving on the development effort of upgrading and porting the code across implementations and even platforms. If you cannot design working software, that's not a problem you can pin on the tools you don't know how to use.
> The point of standardized components is to provide reusable elements that can be used across all platforms and implementations, thus saving on the development effort of upgrading and porting the code across implementations and even platforms.
It's a shame that C++'s "standardized" components ARE COMPLETELY DIFFERENT on different platforms.
Some of the C++ standard requires per-platform implementation work. For example std::thread on Linux and Windows obviously must have a different implementation. However a super majority of the standard API is just vanilla C++ code. For example std::vector or std::unordered_map. The fact that the standard defines a spec which is then implemented numerous times is absurd, stupid, and bad. The specs are simultaneously over-constrained and under-constrained. It's a disaster.
It permits implementations to take advantage of target-specific affordances (your thread case is an example) as well as taking different implementation strategies (e.g. the small string optimization is different in libc++ and libstdc++). Also you may use another, independent standard library because you prefer its implementation decisions. Meanwhile they remain compatible at the source level.
Unlike in C, in C++ it is not possible to use an independent implementation of the standard library.
Clang is compatible with GCC's standard library/libstdc++ and MSVC's standard library because the clang compiler explicitly supports them, but it's not possible to use clang's standard library with GCC in a standard conforming way or interchange GCC's with MSVC's standard library.
There are some hacks that let you use some parts of libc++ with GCC by using the nostdlib flag, but this disables a lot of C++ functionality such as exception handling, RTTI, type traits. These features are in turn used by things like std::vector, std::map, etc... so you won't be able to use those classes either, and so on so forth...
> but it's not possible to use clang's standard library with GCC
Of course it is. Both libc++ and GCC do make the effort to keep that compatibility going.
> in a standard conforming way
What is that supposed to mean here? GCC doesn't let you simply specify -stdlib=libc++ but while it's unfortunate it just means that you have to use -nostdlib++ and add the libc++ include and linking flags manually.
> There are some hacks that let you use some parts of libc++ with GCC by using the nostdlib flag, but this disables a lot of C++ functionality such as exception handling, RTTI, type traits. These features are in turn used by things like std::vector, std::map, etc... so you won't be able to use those classes either, and so on so forth...
-nostdlib++ is not a hack but the documented way for using a different standard library implementation. This doesn't prevent you from using exceptions and other runtime functionality.
Which musl issues are to do with GCC? Alternate C libraries are common on Linux e.g. uclibc, dietlibc, bionic... Not to mention also the other OSs GCC runs on that don't use glibc. Of course, mixing C libraries between the main executable and libraries probably won't work.
> Unlike in C, in C++ it is not possible to use an independent implementation of the standard library.
It sure is, and is pretty easy to do. I know companies using EASTL, libcu++, and HPX, as well as more who use Folly and Abseil which have alternate implementations to much of the standard library.
These days many languages have a single implementation so some people whose experience is only in those environment complain that C++ is “unnecessary complicated to use”. But a lot of that flexibility and back compatibility is what allows these multiple implementations to thrive while representing different points in the design/feature space.
None of those are implementations of the C++ standard library. None of them even live in the same namespace as the standard library so your claim that they remain compatible at the source level is nonsense. Just a simple Google search would reveal that you are wrong about this and what's worse is that you place the burden on me to have to disprove your wrong assertions as opposed to providing references that justify your position:
"It complements (as opposed to competing against) offerings such as Boost and of course std. In fact, we embark on defining our own component only when something we need is either not available, or does not meet the needed performance profile."
"Abseil is an open-source collection of C++ library code designed to augment the C++ standard library. Abseil is not meant to be a competitor to the standard library"
> as well as taking different implementation strategies (e.g. the small string optimization is different in libc++ and libstdc++
As a user this is really not a good thing when the stdlib is tied to the platform. In the end the only sane thing to do if you want any reproducibility across operating systems is to exclusively use libc++ everywhere.
>In the end the only sane thing to do if you want any reproducibility across operating systems is to exclusively use ...
no std library code in portable code. FTFY.
Ofc there are no absolutes. In gamedev essential type info bits and intrinsics are either allowed back or wrapped. Algorithm library is another bit allowed for the most part ( no unstable sort and such ).
I know your approach of 'one ring-libc++ to rule them all' is much more popular in community but gamedevs needed cross platform code for long time. It always had been working well regardless of the opinions.
Just want to clarify what I think you meant: no std library code in portable binaries, something I agree with 100%.
If you distribute in source, I believe almost always the opposite is true: relying on the standard library is probably a win. Not every time: some complex code bases have nonstandard requirements or can benefit from nonstandard code. Gaming is a good example of this.
If you want to support different implementation strategies it needs to be far more piecemeal. Not all or nothing. I mean there's only 3 meaningful implementation - libstdc++, libc++, and MSVC. And they aren't wholly interchangeable!
Quite frankly if you value trying different implementation strategies then the C++ model is a complete and total failure. A successful model would have many, many different implementations of different components. The fact there are just 3 is an objective failure.
See my parallel reply: there are much more than just three, and all work with the three/four most dominant compilers these days as well as less dominant ones like EDG or Intel.
No, there are just 3 relevant standard implementations. There are numerous independent libraries that perform very similar but non-conformant functionality.
My complaint is that the C++ standards committee should, when possible, release code and not a specification. They shouldn't release a std::map spec that 3 different vendors implement. The committee should write and release a single std::map implementation. It's just vanilla C++ after all.
My proposal does not prohibit Abseil, Folly, etc from releasing their own version of map which may, and likely will, choose different constraints and trade-offs.
Rust's standard library is not a spec, it's just code. There are many, many, many crates the implement the same APIs with different implementations and behavior. Sometimes those crates even get promoted and become the standard implementation. This is, imho, a far superior approach than the C++ specification approach.
std::deque, a container with some quite useful theoretical properties, is completely unusable because the node size is not specifiable by the user and MSVC chose 16 bytes (I think, insanely small nonetheless).
I don't think this case qualifies as an example. I think the only goofy detail in the story is expecting a random number generator to be non-random and deterministic with the only conceivable usecase being poorly designed and implemented test fxtures.
> What's the point it in having a /standard/ library then?
The point of standardized components is to provide reusable elements that can be used across all platforms and implementations, thus saving on the development effort of upgrading and porting the code across implementations and even platforms. If you cannot design working software, that's not a problem you can pin on the tools you don't know how to use.