C vs C++: What are the differences?
What is C? One of the most widely used programming languages of all time. .
What is C++? Has imperative, object-oriented and generic programming features, while also providing the facilities for low level memory manipulation. C++ compiles directly to a machine's native code, allowing it to be one of the fastest languages in the world, if optimized.
C and C++ can be primarily classified as "Languages" tools.
"Performance" is the primary reason why developers consider C over the competitors, whereas "Performance" was stated as the key factor in picking C++.
According to the StackShare community, C++ has a broader approval, being mentioned in 199 company stacks & 371 developers stacks; compared to C, which is listed in 64 company stacks and 251 developer stacks.
What is C?
What is C++?
Need advice about which tool to choose?Ask the StackShare community!
Sign up to add, upvote and see more prosMake informed product decisions
Sign up to add, upvote and see more consMake informed product decisions
Sign up to get full access to all the companiesMake informed product decisions
Sign up to get full access to all the tool integrationsMake informed product decisions
One important decision for delivering a platform independent solution with low memory footprint and minimal dependencies was the choice of the programming language. We considered a few from Python (there was already a reasonably large Python code base at Thumbtack), to Go (we were taking our first steps with it), and even Rust (too immature at the time).
We ended up writing it in C. It was easy to meet all requirements with only one external dependency for implementing the web server, clearly no challenges running it on any of the Linux distributions we were maintaining, and arguably the implementation with the smallest memory footprint given the choices above.
Ruby NLP C++ Grammar #BNF
At FriendlyData we had a Ruby-based pipeline for natural language processing. Our technology is centered around grammar-based natural language parsing, as well as various product features, and, as the core stack of the company historically is Ruby, the initial version of the pipeline was implemented in Ruby as well.
As we were entering the exponential growth phase, both technology- and product-wise, we looked into how could we speed up and extend the performance and flexibility of our [meta-]BNF-based parsing engine. Gradually, we built the pieces of the engine in C++.
Ultimately, the natural language parsing stack spans three universes and three software engineering paradigms: the declarative one, the functional one, and the imperative one. The imperative one was and remains implemented in Ruby, the functional one is implemented in a functional language (this part is under the NDA, while everything I am talking about here is part of the public talks we gave throughout 2017 and 2018), and the declarative part, which can loosely be thought of as being BNF-based, is now served by the C++ engine.
The C++ engine for the BNF part removed the immediate blockers, gave us 500x+ performance speedup, and enabled us to launch new product features, most notably query completions, suggestions, and spelling corrections.
How Uber developed the open source, end-to-end distributed tracing Jaeger , now a CNCF project:
Distributed tracing is quickly becoming a must-have component in the tools that organizations use to monitor their complex, microservice-based architectures. At Uber, our open source distributed tracing system Jaeger saw large-scale internal adoption throughout 2016, integrated into hundreds of microservices and now recording thousands of traces every second.
Here is the story of how we got here, from investigating off-the-shelf solutions like Zipkin, to why we switched from pull to push architecture, and how distributed tracing will continue to evolve:
Why Uber developed H3, our open source grid system to make geospatial data visualization and exploration easier and more efficient:
We decided to create H3 to combine the benefits of a hexagonal global grid system with a hierarchical indexing system. A global grid system usually requires at least two things: a map projection and a grid laid on top of the map. For map projection, we chose to use gnomonic projections centered on icosahedron faces. This projects from Earth as a sphere to an icosahedron, a twenty-sided platonic solid. The H3 grid is constructed by laying out 122 base cells over the Earth, with ten cells per face. H3 supports sixteen resolutions: https://eng.uber.com/h3/
Maybe not in everybody focus but I do like programming for @z/OS, @z/Linux and @z/VM with C++ , Java and Assembler . Who else love to dig into control blocks and get a deep dive into system resources to run things in a high valuable way ? And also go all the way up to the application to enlight all the infrastructure features to it ?
Initially, I wrote my text adventure game in C++, but I later rewrote my project in Rust. It was an incredibly easier process to use Rust to create a faster, more robust, and bug-free project.
One difficulty with the C++ language is the lack of safety, helpful error messages, and useful abstractions when compared to languages like Rust. Rust would display a helpful error message at compile time, while C++ would often display "Segmentation fault (core dumped)" or wall of STL errors in the middle. While I would frequently push buggy code to my C++ repository, Rust enabled me to only even submit fully functional code.
Along with the actual language, Rust also included useful tools such as rustup and cargo to aid in building projects, IDE tooling, managing dependencies, and cross-compiling. This was a refreshing alternative to the difficult CMake and tools of the same nature.
At FlowStack we write most of our backend in Go. Go is a well thought out language, with all the right compromises for speedy development of speedy and robust software. It's tooling is part of what makes Go such a great language. Testing and benchmarking is built into the language, in a way that makes it easy to ensure correctness and high performance. In most cases you can get more performance out of Rust and C or C++, but getting everything right is more cumbersome.
C++ is used in Shiro (https://github.com/Marc3842h/shiro).
C++ is a high performance, low level programming language. Game servers need to run with fast performance to be able to reliably serve players across the globe.
The most latency sensitive parts are written in C++. Due to our interconnected services architecture, we use either Python or C++ for each service, with the performance critical parts being C++14.
been programming in c for over a decade, since learning it in college. still use it for various low level projects. used it recently to develop an embedded application for a custom board.
Used to write PHP extensions - AZTEC Decoder - License Driver scan - Axis2/C to PHP wrapper and Job-scheduler - Barbershop
Performance, zero-overhead abstractions and memory safety of the modern C++ language make this the perfect language for the project.
The core of the arcapos applications is written in C, so are most of the Lua modules (bindings to various hardware or protocols).
The main programming language of ApertusVR. C++11 & CMake provides multi-platform targeting. The architecture is modular.
The Sqreen PHP agent is both a PHP extension, built in C, and a daemon built in Python.