and later:
> Specifically, that ‘sign’ (the rvalue reference type) tells the compiler to select the Move Constructor instead of the Copy Constructor.
This is the best conceptual definition of what `std::move` is. I feel that is how every book should explain these concepts in C++ because its not a trivial language to get into for programmers who have worked with differently opiniated languages like python and java.
If you read Effective Modern C++ right Item 23 on this, it takes quite a bit to figure out what its really for.
1. You must implement a move constructor or a move assignment operator in order for std::move to do anything
2. The moved object could be left in an unusable state, depending on your implementation, after stealing its internal resources.
This is a bit of a footgun and clang-tidy has a check for it: performance-noexcept-move-constructor. However, I don't think it's enabled by default!
On the other hand, writing special member functions at all(move & copy constructor/assignment, destructor) is a smell for types that don't just manage the lifetime of an object(unique_ptr like things). People should not generally be writing them and being open to the mistake of getting noexcept wrong.
For instance, if you want to avoid unnecessary copy operations when returning a string, just return it in variable that you pass by reference (eg. void doSomething(string& str);) likewise avoid the vector class making unnecessary copies, simply by creating the objects on the heap and use a vector of pointers instead of values. It's a bit more ugly, but it works, and you don't need to read a 24 page blog to understand all the corner cases where it can go wrong. modern c++ is all about syntactic suger.
Even languages that have tried to fast-follow and disrupt C++ end up looking a lot like C++. There is an irreducible complexity.
The design lesson I draw from this is that pursing a 100% general solution to a real problem is often worse than accepting a crude solution which covers the most important cases.
you want a well working general solution which works well (most of the time for most of the "generic code" (i.e. good defaults for the default use-case).
and then add escape hatches for micro-optimizations, micro-control etc.
C++ on the other hand was deeply rooted designed with micro optimizations and micro control first.
"Generic solutions" where then tried to be added on top, but not by changing a badly working abstraction/design but by adding more abstraction layers and complexity on top. And with a high requirements for back/forward compatibility, not just with the language but ton of different tooling. That this isn't playing out well is kinda not really surprising IMHO. I mean adding more abstraction layers instead of fixing existing abstraction layers rarely plays out well (1) especially if the things you add are pretty leaky abstractions.
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(1): In context of them archiving overall the same goal with just different details and no clear boundaries. Layering very different kind of layers is normal and does make sense in a lot of situations. Just what C++ does is like layering "a generic system programming language" (modern C++) on top of "a generic system programming language" (old C++) without clear boundaries.
Like when std::vector needs to resize its underlying storage (as a result of push_back, for example), it has to decide which approach to use to copy/move items from the old storage to the new storage.
For std::vector<std::string>, std::swap would probably be at least ok if not optimal, but for std::vector<int> it would be overkill and therefore decidedly non-optimal. In the latter case, you want to do memcpy(new, old) and be done, not std::swap(old[i], new[i]) for each int.
I think a lot of the motive for adding move semantics to c++ has to do with giving the compiler enough information to produce results that are both optimal and correct in generic code.
1. Move semantics are to handle ownership. Ownership is a first-class concept in Rust. This is why;
2. C++ smart pointers (eg std::unique_ptr<>) are likewise to handle ownership and incur a runtime cost where in Rust they are handled by the compiler with no runtime cost. Yes you can "cheat" (eg std::unique_ptr::get) and people do (they have to) but this is a worse (IMHO) version than the much-maligned Rust unsafe blocks;
3. Not only do all features have a complexity cost but that curve is exponential because of the complexity of interactions, in this case move semantics and exceptions. At this point C++'s feature set combined with legacy code support is not just an albatross around its neck, it's an elephant seal; and
4. There's a 278 page book on C++ initialization [2].
My point here is that there are so many footguns here combined with the features of modern processors that writing correct code remains a Herculean (even Sisyphean) task.
But here's the worst part: IME all of this complexity tends to attract a certain kind of engineer who falls in love with their own cleverness who creates code using obscure features that nobody else can understand all the true implications (and likely they don't either).
Rust is complex because what you're doing is complex. Rust isn't a panacea. It solves a certain class of problems well and that class is really important (ie memory safety). We will be dealing with C++ buffer overflow CVEs until the heat death of the Universe. But one thing I appreciate about languages like Go is how simple they are.
I honestly think C++ is unsalvageable given its legacy.
What additional runtime cost is incurred by the use of std::unique_ptr? Either compared to Rust or compared to doing manual memory management in c++?
> Pre-C++17, a prvalue was a temporary object.
> Post-C++17, a prvalue is an initializer. It has no identity and occupies no storage until it is materialized.
In C++17 if you do return std::move(local_variable) it will do exactly what you asked for and move the local variable to the return value, which with copy elision means directly to the caller's variable.
So, return std::move(local_variable) is only preventing NRVO, it's not preventing a move (even though you shouldn't be asking for a move, because move is not the most efficient way).
I think std::rvalue would be the least confusing name.
See, for example, this implementation https://stlab.adobe.com/group__move__related.html
https://news.ycombinator.com/item?id=45799157 (87 comments)
> std::move is like putting a sign on your object “I’m done with this, you can take its stuff.”
Which exactly is moving ownership.
I.e. if I have
``` std::string a = "hi"; std::string b = "world"; return {a, b}; // std::pair ``` I always assumed the compiler figures out that it can move these things?
If not, why not? My ide tells me I should move, surely the compiler has more context to figure that out?
I've spent the last two decades in the .net platform. But for a decade or so before that I was a C++/Unix dev. I remember old style "C with classes" C++ as being fairly small and elegant, and approximately as easy to reason about as C# - albeit that you had the overhead of tracking object ownership and deallocation.
What the language has become now, boggles my mind. I get hints of elegance/power and innovation when I read about it, but the sheer number of footguns is astonishing. I'm very sure that I'm not clever enough to understand it.
But some very smart people have guided the language's evolution. So, what are the forces that have determined the current state of C++?
So the fault here is with std::vector who didn't write that contract.
Rust’s borrow checker doesn’t actually borrow anything either, it’s operating on a similar level of abstraction.
Whoever wrote that definition should have a thing or two to learn from Rust. Different language I know, but it proves that it wasn't needed to cause so much confussion and collectively so much time and performance lost.
Also, who writes rules like that and ends the day satisfied with the result? It seems unlikely to feel content with leaving huge footguns and being happy to push the Publish button. I'd rather not ship the feature than doing a half-assed work at it. Comparing attitudes on language development and additions, it makes me appreciate more the way it's done for the Go lang, even though it also has its warts and all.