this isn't Europe, so if you make that claim, you have to define "liberal"
> Republicans are far short of a supermajority in the Senate so nothing passes Congress without Democratic votes
in fact that's not how it works! read up on reconciliation and how ICE got funded
> [2] The White House is always singularly partisan by definition, what Democratic counterbalance you expect to see in a Republican White House, or vice versa?
both sides that fucker, good and hard, better things aren't possible woo!
I looked up RCS, thanks! Correct me if I’m wrong but does it mean that if my kid turns it on, her texts will appear green, not blue, to her iMessage’d friends?
Judging by outcomes, the EU legislation -- the DMA -- is intended to make life harder for successful US companies rather than to make life better for consumers. They need to scrap it and start over. It can't be used as a model elsewhere -- it just gets in the way.
There are many of these stream-experts-from-SDDD projects now. What's needed is a guide to all of them and maybe for someone to take the best features of each of them and merge them into one uber project.
My impression based on a cursory look at the research is that the caching algorithm is absolutely vital, non-obvious, model-dependent, and potentially prompt-dependent to make sure you're holding onto the right experts.
I would add on top of brabel's post that C is surprisingly difficult to parse correctly (C++ notoriously so).
Zoom out a little: C is a lot like Unix: simple probably isn't the right word; `underengineered` comes to mind. Which leads to complexity, as you need to make things work in the real world. And so Unix syscalls being designed in the early 1970's for a PDP-11 don't really map to modern needs. And so every unanalyzed complex C app has memory leaks.
To be clear, I like C, I like C++, I like Objective-C, I like Swift; I'm comfortable in all of them. But, in 2026, I don't see why for native code everyone shouldn't be programming in Rust / Swift / other modern memory-safe flavor for any new production use. Zig if you want faster compile times, I guess.
It is "underengineered" perhaps if you believe it is the job of the language to prevent memory leaks (which Rust also doesn't). IMHO it is just fine - and in fact better - if the language is small and analysis is done by a separate tool.
I also do not see why the simplicity of C should lead to complexity. I have build complex systems in C. I did this using C++ in the past, but switched to C because I found out that all the complexity of C++ was a huge distraction and not something that helps me design better systems. C++ also came with a lot of claims that all the features are absolutely needed to build good abstractions and that this is not possible in C, something I found to be completely false. (And then, a lot of complex and still extremely reliable software I use daily is build in C. My practical experience completely contradicts the myth propagated nowadays by some that all C is inherently bad and unreliable . In my experience it is the exact opposite: The C software I use is in fact the most reliable.)
My view is that Linux and free software is still going strong, because it managed to largely keep out the unnecessary complexity out of the core infrastructure. With Rust and AI, I worry that now get a lot of overly complex infrastructure and that it will be hard to ever get this complexity under control again.
> But, in 2026, I don't see why for native code everyone shouldn't be programming in Rust / Swift / other modern memory-safe flavor for any new production use. Zig if you want faster compile times, I guess.
Because C is very simple (unlike Rust) and works everywhere. Zig is not yet stable. Go and Swift are under the governance of tech companies.
The true appeal of C for me is the standard and how it applies only to the language. You can easily take a project from 2 decades ago and port it to a current platform. Lot of current ecosystem is way too fussy about tooling to do this.
> Because C is very simple (unlike Rust) and works everywhere
That's definitely true. C is a "Worse is better" language and as such it's everywhere. You can knock together a halfway usable C for some crap hardware in a few weeks and then the hardware is saleable because there's a C implementation.
> You can easily take a project from 2 decades ago and port it to a current platform.
Much of the software I wrote two decades ago in C won't even build today. Good luck figuring out why, periodically I try to figure out which weird 2000s era Mac OS hacks don't like a 2026 Linux system and eventually I give up and write modern software instead.
In theory C written in 2006 definitely "just works" on a 2026 Linux machine but in practice real world C is broken and even though I (co)wrote it I don't know why. Also in practice the first serious Rust project I wrote in 2021 I just found it, checked out the oldest working version ("first rough working code" says the log) from git, cargo run, works as expected.
Maybe it's because the C was four times older, but I think it's because in the real world you don't end up writing that mythical portable C code too often.
I have 'C' code that was written in 1985 that runs today, mostly after moving function parameters from inside the function to inside the argument list.
'C' seems to be a language that makes it easy to write incomprehensible statements, but it's not that hard (or it was not that hard) to write code that is trivial bring up to date. Perhaps it was easier for me because I started with Fortran.
> Maybe it's because the C was four times older, but I think it's because in the real world you don't end up writing that mythical portable C code too often.
It's because C, over time, went from a bunch of almost compatible implementations, to a standard that differed a little from every existing implementation, to a standard that is updated every decade or so, which is then implemented by a bunch of different products, with enough ambiguity in the standard (UB) that there will be differences between compilers and versions of compilers.
Rust is a single implementation. Always has been.
It's a single product, so you code to the product. The product has no external forcing function, like a language standard, that produces changes every decade. When you write Rust, you aren't thinking "Wait, lets make sure this works on the Watcom compiler too".
If Rust code cannot compile 30 years later, that's a failure on the language, because the single implementation is in full control of compatibility. If C code cannot compile 30 years later, that's not a failure of the language, because the implementation in 30 years has had external pressure forcing changes.
People often forget that Rust is a product, C is a specification.
In practice the cadence is exactly half that of WG21's breakneck C++ pace. Every six years. C11, C17, C23 so far and C2y is expected to land before the end of this decade.
But anyway, all I can do is report the observable fact. If you want to say it's because GCC 15 is a different product from GCC 4 whereas rustc 1.99 is the same product as rustc 1.49 then I guess you can re-phrase my position as "In C you will keep needing new products and that sucks" if you like.
In theory, in practice many C developers only know "My C Compiler standard", and are usually surprised that some of their expectations aren't even part of ISO C PDF specification.
Then they get irritated that not all C compiler vendors have the same language extensions or implementation defined behaviours they got used to rely on.
True. In C, it's hard to know what's defined where and what dependencies one is even using unknowingly. The only help is to build on multiple platforms from early on, this will reduce the pain of porting to new platforms later.
It's _very_ easy to write C that is impossible to port to other platforms or other compilers. The reason is that more than for most other ecosystems, there are many different implementations with their own implementations and quirks.
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.
> more than for most other ecosystems, there are many different implementations with their own implementations and quirks.
Is that the reason? I thought it was primarily because C stupidly* makes a ton of platform-specific things more convenient than the platform-independent equivalent - the width of integer types, locales, etc., all vary by platform, and it's easy to accidentally depend on them.
* Maybe it wasn't stupid at the time when C was developed, but it's a bad choice now.
Integer widths are a problem, but hardly the biggest headache (unless it's a decade old preexisting project that was never designed with portability in mind). Fixed width integer types like int32_t have existed for decades. Even Rust has usize which is machine dependent, and pointers as well have to be machine dependent of course.
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).
* Programmers are lazy, they're going to type int more often than they should
* All these fancy modern "sized" types are actually just aliases for C's built-in types like int chosen to match the sizes people want...
* ...but C's integer promotion and silent rules about conversions work only on "real" C types you were trying hard not to think about and all the rules for those types, including types you never mentioned but were using because of promotion, apply to your program. You can write code which looks like it's all unsigned, but oops, under the hood a promotion means a signed integer came into existence, then it overflowed, now you have Undefined Behaviour.
I am interested to hear what you don't like about the namespace rules, in Rust in particular.
True that integer promotion rules are defined in terms of the machine dependent unsized "real" integer types. That is indeed annoying. I guess I've found ways to cope. Good thing is, those promotions never cast down, they only widen types.
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.
I think I mostly agree with you about what namespaces should do for us, but somehow I end up liking Rust's choices and you didn't. Interesting.
I like that core::cmp::Ordering and core::sync::atomic::Ordering exist because in their contexts I think these types should both be named Ordering and so it would be annoying if they were named Ordering and AtomicOrdering or something. If I'm writing code which does tricky atomic operations I can bring in core::sync::atomic::Ordering and now Ordering means that one, whereas if I'm writing code about whether this Goose is before or after that Goose, I ask for core::cmp::Ordering to get the relevant Ordering.
And if it's unclear in context, I can write core::sync::atomic::Ordering and everybody knows which one I meant.
I don't usually use an IDE but I believe it's usual in an IDE to tell you the full names of such things and even to help you import relevant stuff based on completions.
I find both of these names too long and the colons are noisy. The fact that I can refer to them using different qualifications makes me uneasy. For both we could find better names, e.g. MemoryOrder is already an established term.
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.
> But, in 2026, I don't see why for native code everyone shouldn't be programming in Rust / Swift / other modern memory-safe flavor for any new production use.
The lack of OpenMP for Rust etc. seems like the most obvious reason for "why use C instead of Rust in 2026" to me.
From what I can tell in a cursory web search, that regret is more about issues with C++ being unable to abstract that field vs bit divergence properly, not about the concept of having the specialization be bit-based, which is sound.
I think your description is technically accurate, but maybe this phrases it better:
std::vector<bool> is a perfectly nice growable bit array type, and if the exact same code were in the C++ standard library named std::growable_bit_array nobody would be annoyed about this type, some people would use it, others would ignore it, nobody would write epic rants about it or name it the singe worst thing about C++.
The problem is that C++ popularized generics, and std::vector<T> is a generic growable array type, you ask for a std::vector<Goose> you get a growable array of your custom Goose type, great idea, very popular these days -- yet std::vector<bool> is not a generic growable array of bool, it's this other thing instead that's similar but not quite similar enough to be a drop-in replacement.
In C++ there is no way for the specialization to be bit-based without it being apparent that you are not in fact getting a growable array of the bool type.
No, that's not really an accurate rephrasing. Your comment indicates the problem is that it was exposed as a specialization, KerrAvon is saying the problem was instead that the specialization wasn't effectively abstracted (hidden) behind the API of vector (ie: implication is that ideally we'd have a better API for vector that might require C++ language changes due to the nature of the problems with vector<bool>. not that we shouldn't have the specialization)
> Your comment indicates the problem is that it was exposed as a specialization
Because that is the problem? That's what C++ programmmers are unhappy about.
> ideally we'd have a better API for vector that might require C++ language changes
Ideally after almost thirty years "maybe we could re-design the whole programming language to paper over this bug?" would be such an obviously bad idea that I wouldn't see it in a response.
I recommend not indicating you're rewording another commenter when you actually disagree with them if you don't want that difference in content pointed out. I note that you've trimmed out the parts of my comment that made it clear I was drawing that distinction. Maybe you missed those?
Separately, though, it's not accurate to call this "papering over [a] bug". Wanting to have a thing that behaves like a reference that can identify things that aren't addressable directly (ie: having custom reference representations) shows up in a surprising number of places as desirable because we use references (and things like references) as an abstraction in many programming languages to enable nicer, more usable syntax (ie: having assignments behave in a particular way).
Edit: and changing the language would have been at the time that std::vector was designed (ie: c++98-ish c++ has a real problem with abstracting over not-really-references). With current c++, we can get a reference-like-object much closer to being fully transparent (`auto&&`, ranges iterator model, etc). But std::vector regrets reflect the constraints of the time when it was initially designed/standardized. C++ doesn't have a good story for making breaking changes, so if folks want a good vector for bits, today they'll go elsewhere.
> I recommend not indicating you're rewording another commenter when you actually disagree with them if you don't want that difference in content pointed out.
I can see why you're upset but KerrAvon describes their statement as the result of "a cursory web search" and it isn't false so I wanted to be clear that what they wrote was not wrong per se. I don't think I "disagree" with a person who used Google, read some stuff and came away with an emphasis on the technical reasons this is a problem rather than how it's actually a problem for real programmers.
Maybe I do disagree with you, that's very possible.
With current C++ you could design a specialization that's somwhat less crap. But what's actually important - and what would actually happen - is that you would not standardize such a specialization at all because everybody knows it's a bad idea to do this - it would still be crap if you tried today, just less crap than in 1998.
C++ chooses to have a bad story for breaking changes. That's a deliberate choice and should be understood that way. WG21 are not hapless victims.
I definitely agree that the state of the committee's management of C++'s ability to have breaking changes is not good. Languages should really learn from how rust is handling that pattern, as it seems like it's working fairly well there. Though rust so far has a much shorter lifetime, and hasn't needed to make as large of changes as C++ has needed, the editions model (or something like it) with isolation between translation units seems like it's very workable as a general pattern.
It's available and it works well. Staring at one right now. I don't like it better than glossy for my use, but if I spent a lot of time outdoors with it, I probably would.
this isn't Europe, so if you make that claim, you have to define "liberal"
> Republicans are far short of a supermajority in the Senate so nothing passes Congress without Democratic votes
in fact that's not how it works! read up on reconciliation and how ICE got funded
> [2] The White House is always singularly partisan by definition, what Democratic counterbalance you expect to see in a Republican White House, or vice versa?
both sides that fucker, good and hard, better things aren't possible woo!
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