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# If developers hate Boost, what do they use?

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### #21Ripiz  Members   -  Reputation: 533

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Posted 31 January 2012 - 06:09 AM

As kunos said, there's nothing hard about writing delete in object's destructor. If you're lazy then it's a good solution, but as GameDev article states: "smart pointers are only as smart as the person that is using them" (source: http://www.gamedev.net/blog/411/entry-2253348-smart-pointers-arent-always-so-smart/) and I choose not to use them at all.

In my opinion, Boost hardly provides anything useful. Possibly because I'm just noob at programming.

### #22swiftcoder  Senior Moderators   -  Reputation: 15394

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Posted 31 January 2012 - 08:04 AM

As kunos said, there's nothing hard about writing delete in object's destructor.

There is also nothing good about writing 'delete' in your object's destructor.

In particular, if you use exceptions, writing 'delete' in your destructor does absolutely nothing if an exception were to be thrown during your constructor (typically, the most likely place for an exception to be thrown).

Tristam MacDonald - Software Engineer @ Amazon - [swiftcoding] [GitHub]

### #23phantom  Members   -  Reputation: 9329

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Posted 31 January 2012 - 08:09 AM

It's not just about writing 'delete' somewhere; firstly there is a code mantaince issue of changing something and mistakes croping up.

Secondly if you are using shared_ptr as a replacement for delete then you are Doing It Wrong™ anyway; shared_ptr is for shared ownership and life time control of an object and only needs to be used when an object can be logically owned by multiple other objects and needs to go out of scope when all references to it are dropped. At which point you get into the area of thread safe reference counting of objects with shared ownership semantics which has just made life much harder and code more complex.
(They also allow you to route destruction via a specified function which can be very useful rather than having to make sure it happens by hand).

Circlar references are only a problem if you can't design software; if you are getting problems with passing shared_ptrs to everything then I think you need to go back and look at your design again because you are more than likely Doing It Wrong™ as it is illogical to have the lifetime of an object depend on another object which has its lifetime depend on the first object. Even using shared_ptr et al it is fine to pass around naked pointers to objects if you know your object lifetime semantics makes it safe.

In short; shared_ptr are good at what they do but they are not a catch all for all design problems (unique_ptr and others give difference usage semantics) nor do they remove the need for you, the programmer, to think about your design and object life times.

As for the 'fugly' arguement; C++ is hardly the most attractive of langauages however extended usage of things like this (more so when hidden behind typedefs) leads you to get use to it and removes that frankly dumb 'arguement'; I mean, hell, if you think shared_ptr<type> is ugly then you are going to hate the lambda syntax and avoiding that very powerful construct just because you think it looks 'fugly' makes you a fidiot

### #24Antheus  Members   -  Reputation: 2405

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Posted 31 January 2012 - 08:11 AM

I see this around a lot. I have to say, I choose to embrace the idea of keep using "delete" as I did in the last 20 years just to avoid having my code polluted with all that shared_ptr<Whatever> that makes C++ seriously fugly.

I think C++ needs a new keyword/operator for that, kind of what microsoft did using the "^" for .NET managed references in C++.

Syntactic sugar hides stuff under the carpet, it doesn't reduce complexity.

shared_ptr pollution is symptom of approach to solving problems.

bool GraphTraverser::traverse(shared_ptr<Node> node);

My first question: why is traverse modifying the graph? Traverse should be something that doesn't mutate structure of the graph. Same as for_each concurrentModificationException, the invalidation of iterators or similar.

Reason that leads me to such guess is passing shared_ptr. Shared_ptr only does one thing - it manages lifecycle of objects. It should therefore be passed only into parts of code that modify lifecycle, such as allocate or free objects.

Consider slight redesign:
bool GraphTraverser::traverse(Node & node);
Now it's obvious one cannot change the structure anymore, we'll just visit and possibly affect contents.

While we're at it:
std::for_each(graph.begin(), graph.end(), Visitor());
Beautiful. No need to think what this does, we're using STL's idioms. But what if I suddenly do need to modify such graph? Well - std::erase(....).

Distaste for certain features and libraries of C++ comes from cross-polination of, most commonly Java, and to lesser degree C# concepts. Idiomatic up-to-date C++ code is fairly shallow and straight-forward (excluding template meta programming).

One of biggest pieces of missing knowledge is effective mapping of problems to STL interfaces and use of <algorithm>, which cover a lot of ground.

Of course it doesn't help that many crucial libraries are in C (good ones are well designed to fit nicely) or even worse, some fairly nondescript mixture of various languages. I consider Qt to be absolute disaster, might as well call it #include <java.hpp>.

### #25kunos  Crossbones+   -  Reputation: 2245

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Posted 31 January 2012 - 10:50 AM

In particular, if you use exceptions.

nah.. exceptions are for pussies.. I just crash :asd:

@phantom
Actually I jumped on the lambda and auto bandwagon straight away. They are not as elegant as C#'s equivalents but they are not that bad.

@Antheus
As usual, great post... and you're right, your code is indeed beautiful and very "C++like". The example was just something on the top of my head, I don't even use a graph traverser anymore. I do think graphs are one of the things that shared_ptr dont do well, any solution I tried doesn't even come close to C#'s GC one as far as clarity and elegance. I don't know how to build a graph that is possible to iterate over with the std:for_each I'll have a look at that, but still, somewhere in Visitor you will have a shared_ptr<Node> passed in right?

I still think that syntactic sugar can make the difference between readable and unreadable code, shared_ptr<bla> has a VERY high noise to signal ratio.

### #26 wood_brian   Banned   -  Reputation: 193

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Posted 31 January 2012 - 01:18 PM

You'll be hard pressed to get me to do anything in C++ without having boost, Qt or some other libraries as default.

Is something in these libraries interferring with my goals? Then they're out.

But the question shouldn't be whether to use boost or not. If should be whether OO-heavy ref-counted design is a good fit for problem being solved. Writing some UI and blob mangling app? It's fine. Writing HPC or real-time app? Throw it out. While you're at it, just use C.

There is no problem with libraries. They are fairly passive, boring and just tend to sit there. As for developers? Some are good, some are bad, some learn, some don't.

Some people paint a rosy picture about Boost. I tell people to "chew the meat and spit the bones." Some of the Boost libs are excellent and some not so much. I think highly of Boost.Insrusive and some of the other container libraries. The Serialization library though has a lot of weaknesses -- http://webEbenezer.net/comparison.html .

Brian
Ebenezer Enterprises
http://webEbenezer.net

### #27swiftcoder  Senior Moderators   -  Reputation: 15394

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Posted 31 January 2012 - 01:42 PM

The Serialization library though has a lot of weaknesses -- http://webEbenezer.net/comparison.html

I don't mean to be rude here, but in all honesty you can hardly be considered to an objective source on this topic.

It's fairly well understood that boost::serialisation is not the best performing alternative, but I remain unconvinced that it's a bad solution. In particular, it's one of the very few solutions that works well with heavily templated code bases.

Tristam MacDonald - Software Engineer @ Amazon - [swiftcoding] [GitHub]

### #28Zoner  Members   -  Reputation: 232

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Posted 31 January 2012 - 08:43 PM

Its less of a question about Boost and more along the lines of 'How do you choose what parts of the C++ language and libraries do you use'.

I've never met anyone that admitted to even using C++ iostreams, let alone liking them or using them for anything beyond stuff in an academic environment (i.e. homework).

STL and Boost pretty much require exception handling to be enabled. This is a dealbreaker for a lot of people, especially with codebases older than modern C++ codebases that are exception-safe. You are more or less forced to be 'C with Classes, type traits, and the STL/Boost templates and that don't allocate memory'.

RAII design more or less requires exception handling for anything useful, as you can't put any interesting code in the constructors without being able to unwind (i.e. two phase initialization is required). The cleanup-on-scope aspect is useful though without exception handling, since the destructors aren't supposed to throw anyway.

STL containers have poor to non-existant control over their memory management strategies. You can replace the 'allocator' for a container but it is near useless when the nodes linked list are forced to use the same allocator as the data they are pointing to, ruling out fixed size allocators for those objects etc. This is a lot of the motivation behind EASTL, having actual control, as the libraries are 'too generic'.

And memory management ties heavily into threading: We use Unreal Engine here which approaches the 'ridiulous' side of the spectrum on the amount of dynamic memory allocation it does at runtime. The best weapon to fight this (as we cannot redesign the engine) is to break up the memory management into lots of heaps and fixed size allocators, so that any given allocation is unlikely or not at all going to contend with a lock from other threads. Stack based allocators are also a big help, but are very not-C++-like.

My rule of thumb for using these libraries is if doesn't allocate memory, it is probably ok to use:

algorithms for std::sort is quite useful even without proper STL containers, and outperforms qsort by quite a lot due to being able to inline everything.
Type traits (either MS extensions, TR1, or Boost) can make your own templates quite a bit easier to write

I've also never seen the need for thread libraries, the code just isn't that interesting or difficult to write (and libraries tend to do things like making the stack size hard to set, or everyone uses the library in their own code and you end up with 22 thread pools and 400 threads etc)

### #29Zoner  Members   -  Reputation: 232

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Posted 31 January 2012 - 08:46 PM

The Serialization library though has a lot of weaknesses -- http://webEbenezer.net/comparison.html

I don't mean to be rude here, but in all honesty you can hardly be considered to an objective source on this topic.

It's fairly well understood that boost::serialisation is not the best performing alternative, but I remain unconvinced that it's a bad solution. In particular, it's one of the very few solutions that works well with heavily templated code bases.

Serialization in C++ is so painful I would say you should design the data structures to be as simple as possible, much like those that can be found in quake maps (X blocks of N kinds of binary data in simple structures that can be turned into trees etc easily at runtime).

### #30 wood_brian   Banned   -  Reputation: 193

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Posted 01 February 2012 - 12:39 AM

I don't mean to be rude here, but in all honesty you can hardly be considered to an objective source on this topic.

Feel free to dispute the results if you like. To the best of my knowledge the results are accurate.

It's fairly well understood that boost::serialisation is not the best performing alternative, but I remain unconvinced that it's a bad solution.

I asked some time ago about whether the library would use move --
http://boost.2283326...-td2598382.html

The beta of Boost 1.49 is fresh off the presses and Boost hasn't improved in this area. This goes beyond performance to maintenance. Is there any plan to work on this in the future?

In particular, it's one of the very few solutions that works well with heavily templated code bases.

I won't argue with that.

### #31Cornstalks  Crossbones+   -  Reputation: 7007

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Posted 01 February 2012 - 01:11 AM

I don't mean to be rude here, but in all honesty you can hardly be considered to an objective source on this topic.

Feel free to dispute the results if you like. To the best of my knowledge the results are accurate.

<derail>
Why do your comparison programs return 1 from main? And why are they using C libraries (rather than the C++ versions (i.e. cstdlib and ctime))?

Additionally, you're comparisons are flawed. You should always have the program running for at least a full second before starting any timing measurements (this is to allow things to settle down and system start-up overheads to not interfere as much with the timing). You also don't provide hard numbers from the results, and I don't trust any timings that take less than a second (because it's so easy for the system to introduce a little slowdown here and there, adding noise to your timing results).

I'm not saying yours isn't faster or any one library is better than another; I'm just saying I question your benchmark programs, and from the code in the benchmark programs I question the library as a whole.
</derail>

I'll post something on-topic here: Boost is actually a nice asset. Of course it's not a panacea, but it does have various solutions for very common problems. Yes, in-house solutions may have already been developed for some of these problems, but that's not true for everyone. We use it at my work (in addition to several other libraries).

But I don't make games at work. If we were making games, I probably wouldn't get to use Boost (as others have said, it's template/macro magic is pretty heavy, and compilers for some gaming platforms might not be able to handle it). In addition, Boost does have bloated parts, true. But it's also a collection of libraries, so it's nice that you can take what's convenient to you and leave the rest. If there isn't something convenient to you, then you're free to use something else.

I think some of the "developers hate boost" mentality you're seeing stems from programmers who don't know what they're saying (kunos is a good example of this), who say things that make programmers around them shudder. I mean really, "exceptions are for pussies" (even if you were just joking) and saying that manual memory management is way easier than some kind of smart pointer (because it's harder to type shared_ptr<type> than delete)? (I'm not saying you HAVE to use smart pointers over manual memory management; I'm saying that your argument is silly; C++ is not necessarily a pretty language, and making eye candy your goal is the wrong approach (nor am I saying your code should be ugly... it's just... your goal should be to produce a quality, bug-free application that accomplishes the necessary tasks)).

I sound really cynical/negative/condescending in this post. I apologize for that. I was just trying to write my impressions and that's how it came out; unfortunately it didn't come out more elegantly. It's past my bedtime though so I'm not going to stay up later to revise it.
[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

### #32_moagstar_  Members   -  Reputation: 465

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Posted 01 February 2012 - 02:28 AM

nightmares about circular references never cleaning up.

Use shared_ptr where the ownership of the object is shared, and weak_ptr for observers of an object and this should not be an issue.

### #33NightCreature83  Crossbones+   -  Reputation: 4289

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Posted 01 February 2012 - 05:45 AM

In particular, it's one of the very few solutions that works well with heavily templated code bases.

I won't argue with that.

I would ask the question of why is your code base so heavily templated as the can add additional problems.
Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, Mad Max

### #34swiftcoder  Senior Moderators   -  Reputation: 15394

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Posted 01 February 2012 - 07:57 AM

I would ask the question of why is your code base so heavily templated as the can add additional problems.

Because almost the entirety of my code-base is written in a modern C++ style - i.e. functional programming and static duck typing via templates.

And I realise I may be a little pedantic on this point, but this is how C++ is meant to be written. If you want to use only OOP, go use a language that is designed for it (i.e. Objective-C).

Tristam MacDonald - Software Engineer @ Amazon - [swiftcoding] [GitHub]

### #35 wood_brian   Banned   -  Reputation: 193

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Posted 01 February 2012 - 12:37 PM

<derail>
Why do your comparison programs return 1 from main? And why are they using C libraries (rather than the C++ versions (i.e. cstdlib and ctime))?

OK, I'm going to use those headers, but haven't rerun the tests yet.

Additionally, you're comparisons are flawed. You should always have the program running for at least a full second before starting any timing measurements (this is to allow things to settle down and system start-up overheads to not interfere as much with the timing).

A few years ago James Kanze made some similar comments and I ran some tests based on his suggestions --

I'm of the opinion that the sort of test Kanze and you suggest is revealing/useful, but think it complements what I have on the web site. G-d willing, I'll run more tests like those in that link in the next week or so.

You also don't provide hard numbers from the results, and I don't trust any timings that take less than a second (because it's so easy for the system to introduce a little slowdown here and there, adding noise to your timing results).

http://quicklz.com --
Lasse doesn't provide the numbers either.

I'm not saying yours isn't faster or any one library is better than another; I'm just saying I question your benchmark programs, and from the code in the benchmark programs I question the library as a whole.
</derail>

A lot more work goes into the library than the tests. Thanks for your comments. I've thought about revisiting some of those old tests and now likely will.

### #36Cornstalks  Crossbones+   -  Reputation: 7007

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Posted 01 February 2012 - 02:21 PM

<derail>
Why do your comparison programs return 1 from main? And why are they using C libraries (rather than the C++ versions (i.e. cstdlib and ctime))?

OK, I'm going to use those headers, but haven't rerun the tests yet.

I didn't ask that question due to performance reasons, I asked it due to design and programming reasons. In C++, return 0 or return EXIT_SUCCESS (defined in cstdlib) indicates successful termination. return 1 doesn't really have much meaning (it may just happen to be the value of EXIT_SUCCESS or EXIT_FAILURE, but if it did that'd be coincidence), and from my perspective when I see return 1 I think "not returning 0, there must've been an error." Which hardly seems to be the case in your benchmarking app.

And I talked about the C libraries because... it's C++, not C. They're two different languages, and when someone pretends they're the same I start doubting that person.

Anyway, I'm done derailing this thread. Discussing this further would be done better through PMs or a new thread.
[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

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