4,224 karma · joined May 21, 2015
I've realized that naming is an art that is difficult to master but makes a huge difference when gotten right. It consists of not just combining names into compounds but also finding new shorter names that are ergonomic and distinguishable. For example, I've replaced the compound "NodeIntersectTest" in my current project with simply "Probe", which is much easier to read and write, easy to distinguish from other terms after learning its meaning once (it is a central concept to my app), and also perfect for log messages and stats where brevity matters a lot.
A two letter prefix for all identifiers in a project or company codebase is a good idea, but I try to avoid hierarchies and finer granularity, and generally to be overspecific, in order to keep things easier to change later.
The point of namespaces is exactly to allow less qualified names, to allow spending less energy when creating new names, by having the compiler always add a qualification implicitly. However, that doesn't solve the problem with name collisions when reading or grepping the source code -- it actually makes it much worse. And avoiding those name collisions, i.e. what's in the source literally, what the programmer reads, and what less-than-perfect tools see, is at least as important as avoiding "semantic" name collisions and being able to compile the code.
Namespaces not only encourage many more literal collisions -- now a single name can be available in various shortenings, and even under different aliases, which also makes it hard to tell that two symbols refer to the same thing!
I've found that the only way to get names right is to find a good scheme, to find meaningful good prefixes, suffixes, and abbreviations, and to come up with a system to create new names more mechanically but still keep them as short and readable as possible.
Much bigger problem is understanding the scope of dependencies. Dependencies can go bad and you need to update. A dependency might not be available on some new platform so you might have to replace with something else on that platform. To make the software portable, good modularity is required. This is to a large extent an aspect of software architecture. Even Rust can't magically make this happen, if you depend on 300 crates that's probably not a great place to be in either if you want to be portable and maintainable.
There is probably a point that C's flat namespace is a major contributor to badly designed software, because people aren't aware of the dependencies they're mixing all the time. Also C encourages transitive includes, leaking implementation details to the user instead of just to the compiler. (But btw. I find C++ and Rust namespace to be unergonomic syntax-wise, and what's needed is not actually namespaces but control over visibility).
It's also easy to write C that won't build on the system it was originally developed on, a few years down the line. But that is true for almost every other language ecosystem. I would say, C makes it _possible_ to write code in such a way that it works on many different platforms and compilers, and/or can continue to work in decades to come with relatively little maintenance.
The latter isn't true for most other ecosystems, because to get anything done in them, you need to rely more on that language and its ecosystem -- specific language features, specific libraries. C isn't a glue code language. It's very good at letting you create your own thing.
To do it well though, requires a lot of care and expertise.
Fully agree, for locks or other simple begin/end pairs it doesn't create the same kind of architectural damage. But I don't use it even there, because RAII fundamentally doesn't play well with manual cleanup code. It's kind of an all-in game, if you use some RAII there are strong forces (whenever you need to get the "nesting" right) to convert all remaining manual begin/end type code to types that define that functionality out-of-line in the destructor/destructor, leading to fragmentation.
I could re-type all the essential stuff from std::string that I've ever used myself within 10 minutes, no problem, without looking up external sources, including copy & move semantics and whatnot. But I'm deliberately not doing it. Because I don't like this "invention".
I don't know why you are now jumping to setjmp/longjmp, trying to make a point that somehow C is the worst programming languages ever, when all I am trying to argue is for sane programming practices, hinting that more complex features (line especially found in newer languages) are not solutions but part of the complexity problem.
No, just saying this stuff is implicit and thus hard to read. More so the allocation on indexing assignment. and keeping things which shouldn't be mutated const wasn't a problem at all.
> and keeping things which shouldn't be mutated const wasn't a problem at all.
As soon as datastructures become more complicated and more interconnected, it's not clear anymore what const should even mean (issues are similar as with deep vs shallow copies, how do you even draw the lines, where are the objects?).
And the major philosophical flaw in the const vs. non-const distinction is that to make a strict separation you have to move everything mutable into constructor calls (for the most part, not getting more into the weeds of C++). Which is very awkward, it's a real tradeoff you need to be aware of. I realized only after playing these games for a long time what a waste of time it is and how much complexity it creates.
As someone who has been programming exclusively in C/C++ for a long time -- the biggest selling point for these languages in 2026 is exactly being suited to doing something specific, not generic.
> Allocations aren't implicit
std::map<int,int> m;
m[1] = 42; // implicit alloc
auto m2 = m; // implicit too
> in C++ it's strictly recommended to mark as const everything in regular user code which shouldn't be mutated.Theory and practice. Making everything const correct is too painful in practice, often impossible. It's a trap for bean counters that can't focus on getting some actual useful work done. I'm being harsh to my own past self here. Counter question: why include allocation mechanics with some existing data that never gets changed? Why should we have to add much more boilerplate to get the simpler thing?
(Spporting or even encouraging destructive mutation, and by this I mean not incrementing counters or anything harmless but allowing iterator invalidations and crashes, are also why std::vector is bad in my opinion, these are idiomatic APIs for 90s and 2000s programming, which we should know better to avoid in 2026).
And many projects properly abstract their OS layer so they aren't tied to POSIX.
Maybe Unix is tied to C, but C isn't tied to Unix.
FWIW I've actually worked for 6 months on a large old Delphi project. It was some performance work that, as almost always, mainly required getting the language crap out of the way. In the end I got the job done (100x-1000x speedup) but I wouldn't want to switch back to this ecosystem: Licensing costs, weird language warts there too. A slow moving ecosystem. Ultimately, I just need something that does what I tell it to do, reliably and fast, and that doesn't get in the way.
If your project is truly done, by all means ship it on a N64 cartridge. I can't say I don't have sympathy for that attitude. But don't expect this is how the world works today. And don't forget, N64 cartridges weren't built using massive amounts of dependency, so it was easier to confidently declare something "done".
Another point: 3.3% of federal tax income, or 1.7% of all taxes paid by citizens, goes directly into "Klima- und Transformationsfonds" i.e. gets pumped into energy transformation. And the state even pumps more money into that, by means of "Sondervermögen" (taking additional debts). Measured as a percentage of federal state tax income, seems like Germany is pumping more than 7% total into energy transformation. Quite a lot I think, and even if this is not directly a tariff on electricity, it's easy to imagine how this can result in general price inflation.
(I acknowledge fossils have been going up for various reasons, and have become more scarce, and energy demands are rising)