Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Nick Newsgroups: scea.yaroze.freetalk Subject: Re: C versus C++ Date: Wed, 21 Jan 1998 22:42:41 -0800 Organization: SCEA News Server Lines: 19 Message-ID: <34C6EA5F.3DFB@bc.sympatico.ca> References: <69cmja$7pn1@emeka.playstation.co.uk> <34b9e34f.14105854@news.scea.sony.com> <34BF10FF.13D7@bc.sympatico.ca> <34bedbca.12413714@news.scea.sony.com> Reply-To: Nick_Porcino@studio.disney.com NNTP-Posting-Host: vcta01m06-173.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=iso-2022-jp Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-SYMPA (Macintosh; I; PPC) C++ doesn't offer any particular speed advantages unless you get into template meta-programs which allow massive inline optimizations of algorithms at compile time, at the cost of space of course. What C++ does offer is higher productivity, things generally go together quicker with C++ especially after you have a few boilerplate classes kicking around. Having everything encapsulated in objects also helps more experienced programmers help less experienced programmers debug easier because the class structure tends to enforce certain coding practices. One thing you'll never have to tolerate again is magick (void*) casts because pure virtual base classes can be used in those cases. I have less pain helping our jr programmers debug their C++ code, except for when they start relying on side effects of odd language features like operator overloading and const reference parameters! ; ) (See other message in this thread). -nick