Downsides to the C++ STL?
craybob queries: "I'm a developer for a small software group that will soon migrate from using Rouge Wave to using the C++ STL. I just left the week-long Software Developers 2002 conference, where I heard the great minds in software tell us all of the best ways to take full advantage of the STL. (I just wanted to give a quick thanks to Stephen Dewhurst and Scott Meyers) From this I came away with the feeling that this is the Holy Grail of C++. I'm sure these guys are right and that it is great, but the truth is that I'm a skeptic, so what are the downsides to the STL?"
As with OOP itself, generic programming is a Really Good Idea but its implementation in C++ leave something to be desired for simplicity and accessability. Due to C++'s dominance in the marketplace, the STL will likely be with us for many years, but this is far from a desirable circumstance.
If your building an application, then you will not want to use STL. STL is a speed deamon. It will be great for coders that write to hardware (ex: phone switches, automotive computers, etc...). Templates is the name of the game here, and because of the lack of objects, the programmer enjoys the power of C++, and the speed of the older style ANSI C compilers.
I am an avid user of STL, and I have worked on many projects, large and small, that make use of it.
Advantages of STL:
- Standardized, comes with every C++ compiler
- Fast
- Generalized (excellent use of templates)
- Many different implementations freely and commercially available.
- Source code available.
Disadvantages of STL:
- Large executable file sizes
- Incompatibilities between implementations
- Complex to debug
STL is a very fast and powerful library. Ignore those who say "it uses virtuals, and is in C++, therfore it is slow" because none of them have ever used it. (C++ is in fact faster than C if coded properly, and STL is coded properly) Often, a good structure is much faster than using arrays, even if they have less overhead.
Unfortunately, STL's use of templates and inlines can inflate the size of your code in exchange for raw speed. This can vary very much depending on your compiler. MSVC adds 200k or more just for the priveledge of using strings! Using STLport still requires that you link in the old 200k libraries ON TOP of STLPort!
I do not recommend using STL on small projects where compiled file size is an issue. For anything else, go for it.
I am on a research team that is developing a Bluetooth financial transaction system. One of the members of our team wrote an XML parser using STL components. When it came time to compile the XML parser using the embedded tools for a PDA, we found that Microsoft had not implemented the STL in the libraries they provide in Windows CE. We had to switch all our string processing to use Windows components like CString (which, admittedly, has more features that the STL's string). The moral of the story? Using STL may affect your portability, especially in the embedded systems arena.
An unjust law is no law at all. - St. Augustine
You've read Meyer's book, which is a good start. You probably also want to check out Josuttis.
The STL is really as good as could be expected. Better even. There are problems. Some problems stem from the fact that it had to be approved by the standards committee. There was a lot of opposition to adding something that big to C++, so the size was cut down. Certain things are missing. (Heaps, general binders, good smart pointers) but versions are provided by many implementations. Check out CGI for one. They will also be added to the next version of the standard, along with a few other nifty things (As always check out boost.org for much of that stuff). The allocators are broken in my opinion. Using (different) customized allocators prevents interactions between your containers.
The biggest problem is its complexity. Like any C++ feature, understanding the STL is not enough. You need to understand how it interacts with other parts of C++. When you use the STL, you are using a rocket launcher instead of a BB-gun, shooting yourself in the foot can be much worse.
All in all the STL is god's gift to programmers. It really is. I can't imagine not having it to program anything serious with. I work everyday with AI and Image Processing algorithms -- stuff where performance really counts, mind you -- and I couldn't live without the STL. I barely use pointers anymore.
To sum it up, C++ with the STL is the only language that meshes (not always prettily) performance computing with high level concepts. It is a truly beautiful technology.
Folks complain about code bloat due to template usage but I think it's a reasonable trade-off for type safety. Especially if you were going to create all those classes one way or another anyway. By the by, for some really sick template usage, check out Andre Alexandrescu's "Modern C++ Design."
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
Your comment points to what I think is THE major downside to STL: debugging.
If something's not compiling that you think should, you end up wading through the mile-long error messages. If it does compile but doesn't work right, you're going to find yourself in the debugger trying to step through some of that crazy obscure STL C++ code to try to figure out what the heck is going wrong. Neither is much fun.
But when it does compile and run correctly STL is pretty nice!
I'm looking forward to somebody starting over some day and coming up with a language that supports generic programming as well as C++, but which doesn't have the terrible syntax of C++ templates. It must be possible.
Basically people have realized that templates can can be used to create programs that run at compile time to do some very clever optimizations (template meta-programming is what they call it see http://www.boost.org for one implementation. Blitz++ is the big example use of the stuff that everyone points too). But the code to make this stuff happen is ATROCIOUS!
Yeh, you can make a template meta-program to calculate factorials at compile-time. Great! That sort of thing can come in handy. You can even write template meta-code that basically generates code at compile time. That's cool too! But the code to do it looks NOTHING at all like the equivalent run-time code. Why does it have to be that way? Why does compile-time code have to look SO different from run-time code, at at the same time look SO horrific?
I think what is needed is a new language that will put compile-time and run-time code on equal footing. It would be great if they had the same syntax. Then you could just, say, change one line to turn some run-time code into compile-time code (only when there's no dependence on run-time data, naturally). But it doesn't necessarily make sense to put all the run-time efficiency restrictions on the compile-time language. Dynamic function lookup by strings is a pretty big run-time hit, for example, but you wouldn't care as much if it were used for compile-time function lookup.
In general, the meta-programs seem work a lot more like functional languages -- so fine, I'd be willing to settle for at least a clean syntax for the compile-time language, say something Lisp-like, even if it looks different from the run time language. ANYTHING, as long as the syntax is clean and readable, would be better than the current situation of trying to do meta-programming in C++.
I think the situation C++ is in today with respect to generic programming and meta-programming is a lot like where C was when OOP started to become big. People realized that, yeh, C can do OOP, but it doesn't really support it. C allows OOP, but it offers nothing really to facilitate its use. I think Stroustrup makes that argument in his C++ book. So Stroustrup created C++ as a language that would support OOP, not just allow it.
Well folks, now we've got this handy meta-programming stuff, and yeh you can do it in C++, but it is not pretty. It's downright painful. Writing it is hard. Debugging it is hard. Testing it is hard. Reading it a week after you write it is even hard. Sounds to me like it's time for some new language stud to come and save us.
Yes, biting your leg off is much better than putting it into a crusher. Much cleaner.
However, I suggest using a real high-level language if you want one (Perl, Python, Smalltalk, Ruby, etc) or going low-level if you want that and programming in C.
C++ and it's less abhorent, bastard child, Java are the ultimate examples of what C isn't good at.
I'm not trolling here. C++ simply isn't a good language design. It has all the power of C and twice the rope for hanging yourself. The complexity, contradictions and requirement that users understand every aspect of the language in order to program are high on my "why you shouldn't" list.
Java has only some of C's problems while being totally platform-antisocial (platform neutral would imply that it plays nicely with all platforms which is patently untrue). I will say that Java has one of the best object models of any language out there, but 1) that will change when Perl6 hits the streets and 2) it's somewhat overshadowed by the failure of the Java libraries to live up to the promise.
I'm calling your bluff. Give me some stats for example programs.
Just wanted to point out that the STL is not, in any way, an OO system. It uses classes, but that's as close as it gets. There's no use of inheritance, polymorphism (in the usual OO sense) or any other "typical OO" features.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.