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Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
sourmìlk wrote:As for threads, there aren't really yet any cross-platform implementations of threads in C++
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
Jplus wrote:In fact, not just GCC is making use of many Boost libraries. In many cases GCC is using Boost because those Boost libraries were added to the standard, just like Boost.Thread.
gametaku wrote:Jplus wrote:In fact, not just GCC is making use of many Boost libraries. In many cases GCC is using Boost because those Boost libraries were added to the standard, just like Boost.Thread.
that is incorrect Boost was not added to the standard library. Well some features in C++ 11 such as threads and lambda's were influenced by the Boost, it is just that influence, and there are differences between them. Lambda's for example are a language feature not a library in the standard.
That said Boost is a great library to use in the cases where something is not part of the standard/supported by your compiler.
sourmìlk wrote:The std::thread class isn't coming out for a bit, and isn't yet available on MinGW.
Should I write my own thread class that abstracts OS specific function calls? Should I wait for std::thread to become available on MinGW (how long would that take)? Should I cave and use boost? What should I do?
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
sourmìlk wrote:It's not like threading and game engines are so simple that making one is just like making a wheel, in that the outcome is identical no matter who has done it. When I make something, it is mine. Its structure and its behaviour is unique to me and it does what I want it to and it works how I find it intuitively should.
Jplus wrote:sourmìlk wrote:It's not like threading and game engines are so simple that making one is just like making a wheel, in that the outcome is identical no matter who has done it. When I make something, it is mine. Its structure and its behaviour is unique to me and it does what I want it to and it works how I find it intuitively should.
This is kind of true, yes... but do you realise that exactly because it's not as easy as making a wheel, you'll probably do a poor job compared to the professionals who implemented the existing solutions? And that it's taking you a lot of time to arrive at a mediocre result, while you could spend much less time to get a much better result?
korona wrote:If you have a problem with a library and think that it does not meet it's specification why don't you just look at the library's code and fix that problem?
I'm 99% sure that boost was written by people who had more C++ and computer science knowledge than you have. Why do you think that your own approach will be better?
Shivahn wrote:Also, if they don't behave as you expect, perhaps you could write some wrapper functions to call them such that they're closer to what you think they should be?
Another advantage to that is that later, you actually can go back and easily implement things however you want, then just change the wrappers themselves. You can basically then write programs using your own library before you write your library.
I mean, I'm sure you're likely doing that already, but perhaps it might help psychologically dealing with using other libraries by realizing that at any moment you could go back and implement them yourself and have few changes.
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
sourmìlk wrote:Even getting Boost.Thread to compile will take you less time than implementing your own library.
Not at this rate
Terry Pratchett wrote:The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.
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