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Re:Re: [mongrel2] C versus C++ (2010) by eropple on Saturday December 28, 2013 @01:39PM (#6975715)
Agreed. His Boost complaints are odd, too; even in 2010 it certainly didn't take "forever" to build Boost and its templates are for the most part very logical and essentially hidden to you (see for example boost::format, which does pretty much exactly what he says he wants out of a formatter).

He's got a point that for mongrel2 the full feature set of C++ doesn't necessarily make sense, but having it available when I want it is really valuable to me. For my game, I literally couldn't do what I'm doing without some really big, really gross crap that would be multiple times the code I have. (Faking polymorphism with state machines makes everyone sad.)

Re:Re: [mongrel2] C versus C++ (2010) by pmelendez on Saturday December 28, 2013 @01:49PM (#6975760)
>"the full feature set of C++ doesn't necessarily make sense, but having it available when I want it is really valuable to me"

Exactly my point. In C++ you have all those tools available and you won't pay for them until you start using them.