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Re:Projects: Back to C by simias on Saturday August 18, 2018 @06:08AM (#17787789)
I really enjoy coding in C (it's probably the language I know the best) and I think C++ is an over-engineered and bloated language, however I'd still pick the latter for something like that. Or rather, like most devs, I'd pick a decently small subset of C++. The main reason for that is that in C if you need a data structure that's more involved that a simple contiguous array then you're on your own. A linked list is sort of not too bad to implement (the kernel's list.h is easy to use and reuse for instance) however as soon as you want things like hash tables, trees or anything that benefits from RAII IMO it becomes a pain to manage everything. It's perfectly possible to do all of that in C (or hell, in assembly if you want to) but in my experience it will take a lot of time to implement correctly (and since you don't have generics it's harder to have general purpose structures that you can reuse easily) and it'll have worse ergonomics because of a lack of destructors and other RAII patterns.

In my experience C is great for low level things (dealing with hardware, writing small low level services etc...). You don't have to deal with too many abstraction layers, memory management is generally straight forward (your average driver won't usually deal with anything more complex than a buffer queue or ring). For the type of application the author is talking about he'll probably have to deal with rather abstract data structure holding the state of the game, "a fluid flow of information coming into the app and going out of the app", concurrency issues etc...

Is it possible to do all that in C? Undoubtedly. If I was tasked to implement something like that would I choose C ? Hell now. I'd probably go with a subset of C++ like I mentioned before, Rust if the dependencies I needed were available (or I didn't mind coding them myself) or maybe even Python if I wanted to reduce development time as much as possible to get a PoC implementation live as fast as possible.

Re:Projects: Back to C by blattimwind on Saturday August 18, 2018 @06:39AM (#17787879)
Here's a general purpose decision tree for deciding what to use for graphical applications.

    mobile? -> Ask someone else, not me.

    desktop?
          portable?
            yes: -> Qt
              needs to be fast?
              Lots of heavy lifting?
                yes: -> Use "simple C++"
                no: -> Use Python
            no:
              linux: -> unless specifically for gnome, Qt.
              mac: -> Mac.
              windows: -> C# and MS's flavour-of-the-day framework
                          If you really dislike C# for some reason, Qt.
              none of the above: -> probably Qt

    embedded? -> Qt.
What-part-of-Qt-to-use

    A "productive" application, something people will work with
    for lots of hours  and just need to get stuff done.
       -> probably Qt Widgets

    A "special snowflake fancy" application that should look special
    and very distinguished
       -> probably Qt Quick. This is going to be more work, if
          it's a "productive" application as well.

    Embedded or quasi-mobile applications mostly used with a touchscreen
    or other limited inputs
       -> Qt Quick.
Re:Projects: Back to C by samlewis on Saturday August 18, 2018 @07:12AM (#17787968)
Asking out of mostly ignorance, but is Qt still relevant in 2018?

I've noticed that even for standalone graphical applications, it's becoming more and more common to use webapps - either served locally and accessed through a browser, or through something like electron.

Re:Projects: Back to C by some_account on Saturday August 18, 2018 @05:05PM (#17790685)
Depends on the app. I run some things in the browser but if there is a native app for something, it's always more responsive and faster to use.

Qt is very fast and very cross platform and Qt 5 together with Python is coming in a new form:

https://www.qt.io/qt-for-python

Re:Projects: Back to C by fredsir on Saturday August 18, 2018 @07:27AM (#17788018)
Lots of people loathe this trend, so yes, I'd say, anything but web apps packaged as platform apps are relevant.
Re:Projects: Back to C by jacobush on Saturday August 18, 2018 @07:03AM (#17787940)
Embedded?

Can your end-user relink your app with their own version of QT? Yes - fine, use QT.

No? Is it OK to pay for the commercial version of QT? Yes - fine, use QT.

No - look elsewhere.

Re:Projects: Back to C by blattimwind on Saturday August 18, 2018 @07:11AM (#17787964)
If you're building commercial products, then "it'd be great if everything was free because that's more profit for me", but usually it doesn't work out that way. That being said, there is still a much cheaper commercial version of Qt for smaller businesses ("start-up license").
Re:Projects: Back to C by jacobush on Saturday August 18, 2018 @07:50AM (#17788074)
Oh wow, way to over react.

How about - our dirt cheap embedded product can not bear the cost of the (great BTW) QT library so we have to make do with something else, perhaps our own polished turd.

Or - we could easily afford it except that it's neigh impossible for us on the dev level to get an audience with the powers higher up in the company imbued with the ability to bless payments for software. AKA corporate spend. In times of budget freeze, even a request for such frivolous expenditure can usually not be done without the proper ritual sacrifice of someone in middle management. It's really hard to get volunteers.

Known workarounds are to start developing in QT (or whatever) and postpone the ritual sacrifice of middle management personell until the shit hits the fan AKA release date, or to just use something else. (It's possible a smashing success at release may make it easier to forgive and forget and not look too hard into which middle management drone should take the blame the licensing slip up.) Another workaround is to pretend that LGPL = MIT for all intents and purposes but that is frowned upon in certain corporations priding themselves with such things as ethics and licensing guidelines.