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Comment by jandrewrogers

3 months ago

This is really an “in theory” versus “in practice” argument.

Yes, you can write most things in modern C++ in roughly equivalent C with enough code, complexity, and effort. However, the disparate economics are so lopsided that almost no one ever writes the equivalent C in complex systems. At some point, the development cost is too high due to the limitations of the expressiveness and abstractions. Everyone has a finite budget.

I’ve written the same kinds of systems I write now in both C and modern C++. The C equivalent versions require several times the code of C++, are less safe, and are more difficult to maintain. I like C and wrote it for a long time but the demands of modern systems software are a beyond what it can efficiently express. Trying to make it work requires cutting a lot of corners in the implementation in practice. It is still suited to more classically simple systems software, though I really like what Zig is doing in that space.

I used to have a lot of nostalgia for working in C99 but C++ improved so rapidly that around C++17 I kind of lost interest in it.

None of this really supports your claim that "C++ has been faster than C for a long time."

You can argue that C takes more effort to write, but if you write equivalent programs in both (ie. that use comparable data structures and algorithms) they are going to have comparable performance.

In practice, many best-in-class projects are written in C (Lua, LuaJIT, SQLite, LMDB). To be fair, most of these projects inhabit a design space where it's worth spending years or decades refining the implementation, but the combination of performance and code size you can get from these C projects is something that few C++ projects I have seen can match.

For code size in particular, the use of templates makes typical C++ code many times larger than equivalent C. While a careful C++ programmer could avoid this (ie. by making templated types fall back to type-generic algorithms to save on code size), few programmers actually do this, and in practice you end up with N copies of std::vector, std::map, etc. in your program (even the slow fallback paths that get little benefit from type specialization).