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Cake day: September 2nd, 2023

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  • And unfortunately, this means that WG21, the C++ committee, has to take action because people are demanding it

    Why does this mean that they have to take action? Why do they need to make C++ memory safe?

    C++ was not designed to be memory safe. If you try to make C++ memory safe, you’ll have to break retro compatibility. If you’re going to break retro compatibility, can you say it’s still C++? Or another language called C++2? At that point, why not just use another language that was designed from the start to be memory safe?

    The action that should be taken is to completely avoid starting any new project in C++, and let the language die. A programming language is nothing more than a tool, once the tool no longer works, you search for another that does.

    C++ should go the way of fortran and cobol. The only development of C++ should be done is to maintain existing huge codebases that would be too expensive to rewrite.







  • Depends on the language. C/C++/C# I never manage to make it work. Rust works incredibly well. Python needs some small fixing on the paths but works good too. Java needs a lot of fixing, sometimes I make it work, others not.

    C# and java are both much easier to set up in an IDE (VS and eclipse (ew)) respectively. C/C++ are just hard to set up, I don’t think it’s much harder than CLion.

    So except java and C#, every language is as easy to set up as any other editor/IDE.

    I only use vim to edit config files through ssh, so I don’t know how it works for actual development. However, I doubt it is easier than vs code.



  • If it is tied to frame rate, then a set of inputs results in a predictable set of outputs.

    If not tied to frame rate, those same inputs have to be reproduced with the exact same time delay, which is almost impossible to do.

    Sure, sub-millisecond time differences might not always lead to a different output. But it might.

    Now, when is this determinism useful?

    TAS (tool assisted Speedrun). You can’t tell the game: on frame 83740 press the A button. Given a list of inputs with their exact frames will always lead to the same Speedrun.

    Testing. You can use methods just like TAS to test your game.

    Reproducing bugs. If you record the game state and inputs of a player before the game crashes, you can reproduce the bug, which means that it will be a lot easier to find the cause and fix it.

    Replays. Games like LoL, starcraft, clash of clans have a way to see replays of gameplay moments. If you save a video for each one of those, the storage costs will be prohibitively expensive. What they do instead is record every single action and save that. And when replaying, they run a simulation of the game with those recorded inputs. If the replaying is not deterministic, bugs may appear in the replay. For example if an attack that missed by one pixel in the game was inputted a millisecond earlier in the replay, it may hit instead. So it would not be a faithful replay. This is also why you can’t just “jump to minute 12 of the replay”, you can only run the simulation really fast until you get to minute 12.

    I’m not a game developer so I don’t know if it is used for testing or reproducing bugs or replays. But I know it is used in TAS.

    Of course, for this to be possible you also need your RNG function to be deterministic (in TAS). In the rest of scenarios you can just record what results the RNG gave and reproduce them.