if you want to see a bunch of people complaining about my rules regarding auto, have a look at HackerNews and Reddit

Most attention on the new C++ has focused on the changes that provide functionality and performance that was previously not possible, both library enhancements (chrono, regex, smart pointers, and stuff to help with lambdas for example) and core language enhancements (perfect forwarding, variadic templates, the new memory model and threading capabilities, initialiser lists and the like). This functionality will impact us all in helping to write more correct code and efficient libraries, but often will only be relevant in certain parts of our code.

But the first thing that struck me when I started using C++11 was the smaller features that I could take advantage of every time I put my fingers to the keyboard. These are the things that make code more concise and simple and allow me to present my intentions more clearly.

Stuff I take advantage of every day:

more concise general coding: lambdas for scoped initialisation or inline ‘builder’ functions new standard library functionality for string manipulation, particularly std::to_string() and std::stoi() etc range-based for loop

clearer declarations: inline member initialisation, the override , default and delete keywords delegating constructors, uniform initialisation, especially when invoking or returning from functions auto type deduction everywhere!

far fewer dependencies on boost

These are the things I think all C++ programmers should learn first, because they benefit you straight away and confer very little risk of being learned wrong.

At the very end I also mention a few upcoming features that I’m really excited about as they will be game-changers.

More concise coding

These are the most obvious every-day enhancements, mostly focusing on making code easier to write and to read. Some of the most pleasing languages to use (like F#) are so because the ratio between language constructs and code relating to logic is very low.

use the auto keyword where possible

The auto keyword should be used wherever possible. Functions should be short and readable, so don’t pollute your code with unneccessary type declarations! Curmudgeons often claim they prefer to see the type written with the declaration, but I think readability and maintainability trumps this. Yes, maintainability – you want to be able to change return values, template signatures, class names and such, and auto adapts without complaint.

Scott Meyers dedicates a chapter to this in his new ‘Effective Modern C++’ book (the item is Item 4: Prefer auto to explicit type declarations) – also have a look at his presentation also entitled Effective Modern C++ where he covers the matter.

If you’re still unconvinced, academican helpfully pointed out on the reddit discussion of this article that Herb Sutter wrote a series of GOTW articles on this topic last year which defend the principle of “Almost Always Auto”. He does a much better job than I could . The third article explores this topic particularly thoroughly.

These articles are a real treasure-trove, where Herb concludes that:

Guideline: Prefer to declare local variables using auto x = expr; when you don’t need to explicitly commit to a type. It is efficient by default and guarantees that no implicit conversions or temporary objects will occur

Guideline: Prefer to declare local variables using auto. It guarantees that you get the exact type and so is the simplest way to portably spell the implementation-specific type of arithmetic operations on built-in types, which vary by platform, and ensure that you cannot accidentally get narrowing conversions when storing the result

Guideline: Remember that preferring auto variables is motivated primarily by correctness, performance, maintainability, and robustness—and only lastly about typing convenience

If you still don’t agree with Scott and Herb, two of the most influential C++ gurus out there, then perhaps it would be well worth exploring why – if you know something they don’t you’re probably able to make a lucrative living lecturing!

other uses for lambdas

Lambdas are of course a fantastic feature that helps us all out in so many ways. But I tend to use it in general day-to-day stuff for what I call inline builder functions. This is when you want to perform some complicated ritual to create some resource but don’t like setting your resources to some default ‘uninitialised’ state.

For example:

1 2 3 4 5 6 7 8 9 // create an immutable type or one that has no 'uninitialised' state const int calculated = [ & ] { auto l = lock (); auto first = stage1 (); auto second = stage2 (); return combine ( first , second ); }(); // notice I invoke the lambda here! // ... use the calculated value

Of course you could put this functionality in a function somewhere but this means you don’t pollute your class namespace, and the functionality is localised to the place you use it.

range-based for loops

The range-based for loop is also a no-brainer. It is not as useful as it could be – for example you often want to maintain some index as you iterate over something, and the standard library (and even boost range) don’t provide a nice wrapper around iterators to help with this.

As a side note (I don’t actually do this very often,) you can extend any type to be range-based for loop-compatible by providing specialisations of std::begin() and std::end() for that type. For example, I suppose one could do:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 struct irange { int First ; int Last ; }; struct irange_iterator { int Val ; // minimalistic forward-iterator implementation int operator * () { return Val ; } bool operator != ( irange_iterator const & r ) { return Val != r . Val ; } irange_iterator operator ++ () { return { ++ Val }; } }; // begin() and end() are invoked by range-based for irange_iterator begin ( irange const & r ) { return { r . First }; } irange_iterator end ( irange const & r ) { return { r . Last + 1 }; } int main () { for ( auto v : irange { 10 , 20 }) std :: cout << v << ", " ; } // prints '10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20,'

…but don’t do it – the iterator is incomplete (and non-const-correct, and probably buggy) and it doesn’t cover reverse ranges for starters. Plus there are some cool libraries out there, like CPPItertools perhaps?

Many new basic STL utilities

But one thing people dont mention much is that the standard library now includes a bunch of small helper functions for basic string conversions! Previously one might use boost lexical_cast<>() for this sort of thing, but now you can generally rely on std::to_string() overloads and std::stoi() and its variants to do the simple stuff for you.

The standard library also has new container types and algorithms. If you haven’t familiarised yourself with the new std::unordered_map and std::array containers you really should. And new algorithms that you’d kick yourself for reimplementing include all_of() / any_of() / none_of() , iota() , minmax() , is_permutation() (as well as all the other is_ functions) and shuffle . See this well-known Sean Parent’s talk on C++ Seasoning for some great discussion on using C++ algorithms to their fullest.

Clearer declarations

Initialisation is the backbone of C++ – typically all resources should be allocated and initialised in constructors and released deterministically in destructors according to very specific rules, ensuring exception safety and preventing resource leaks.

Initialisation is much simpler

C++11 allows us to focus on our intents more than focusing on our types. For example, the auto keyword and uniform initialisation both make code far clearer:

For example, we can expect to use a nice 3D mesh API like so:

1 2 3 4 auto square = create_triangle_mesh ({ { - 1 , 1 , 1 }, { - 1 , - 1 , 1 }, { 1 , - 1 , 1 }, { - 1 , 1 , 1 }, { 1 , - 1 , 1 }, { 1 , 1 , 1 }, });

This smacks of ‘struct initialisation’ which I really liked:

1 2 3 4 5 6 7 8 9 struct TcpHeader { uint16_t src_port ; uint16_t dst_port ; uint32_t seq ; uint32_t ack ; // ... plus other stuff } // this works in C++03 as well TcpHeader hdr = { 10012 , 8088 , 0x01 , 0x01 , /* ... */ };

Construction is much more flexible

Now for trivial types you sometimes don’t need a constructor:

1 2 3 4 5 6 7 // no constructor needed! struct counter { int last_ { 0 }; int step_ { 1 }; int next () { last_ += step_ ; return last_ ; } };

Now there’s a way to share construction code without resorting to a private init() function:

1 2 3 4 5 6 7 8 9 10 struct counter { int last_ ; int step_ ; counter () : counter { 0 , 1 } { } // delegating constructor! counter ( int last , int step ) : last_ ( last ), step_ ( step ) { } int next () { last_ += step_ ; return last_ ; } };

More explicit inheritance

I have always been jealous of languages that have the override keyword, because a common trap when refactoring is to rename a virtual base method – the compiler cannot warn you that you forgot to replace the overridden methods in specialised classes (unless it is pure virtual, which it really should be, but anyway…)

1 2 3 4 5 6 7 8 struct base { virtual string name () { return "default" ; } }; struct derived : public base { // compile error - xname() is not an inherited member! virtual string xname () override { return "derived!" } };

The default keyword can be a godsend to the concientious coder who likes to always obey the ‘rule of three’ (or now the rule of five, or rule of zero as of lately.) Again the benefit is in reducing code that you need to write and maintain – the best code is no code at all.

To illustrate, imagine you have a class that encapsulates some resource handle. The resource will of course be destroyed in the destructor, and we choose to disallow copying to ensure that resource isn’t double-destroyed. We want to allow moving however, because we don’t want to force clients to wrap the resource in pointer types to pass it around…

The problem is that when one disables the copy constructor, one also disables the move constructor. The default keyword allows us to re-enable it without actually maintaining it as we update the class in future:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 struct Handle { Handle ( int h ) : impl_ ( 100000000 , h ) { } ~ Handle () = default ; // just for 'rule of five' completeness // disallow copying, it would be super inefficient Handle ( Handle const & ) = delete ; Handle & operator = ( Handle const & ) = delete ; // ...but allow moving, it is super fast! Handle ( Handle && ) = default ; Handle & operator = ( Handle && ) = default ; std :: vector < int > impl_ = 0 ; };

I also use this to ensure my base class destructors are virtual, a simple virtual ~MyType() = default; makes my intentions clear.

Far fewer Boost dependencies

Boost is fantastic, but it’s a beast and can really slow down compile times. C++11 and onward have made it so I no longer feel it necessary to include boost when starting out with a new project – I will often add it at a much later stage.

Essential functionality that has been taken from boost that I use all the time:

chrono for time measurement: e.g., using clock = std::chrono::steady_clock; auto now = clock::now(); auto later = now + std::chrono::seconds(10);

smart pointer libraries

lambda helpers std::bind and std::function

and new thread library, although std::future still needs a lot of work (to get a then() function equivalent)

still needs a lot of work (to get a function equivalent) std::optional to make our interfaces more explicit when invalid data may be returned

to make our interfaces more explicit when invalid data may be returned the <cstdint> header for precise platform-independent types (for example uint32_t instead of unsigned int )

Of note as well are the new regex, random and type index libraries, though they didn’t make the list because I don’t use them as often.

Functionality that I wish they had taken from boost, or that I would still use boost for :

program options: it’s a bit complicated to use, but it gives very high quality functionality and catches all the corner cases I’ve ever needed

the new log library (there are probably better ones out there, but as long as I’m using boost I might as well use this one)

similarly, the boost unit test library is simple but effective, and you might as well use it if you’re already using boost

filesystem, although that is coming in C++17

asio, which has also been proposed for C++17

the range library is a hot topic, people are still trying to figure out how to get this right but boost has had a pretty good stab at it (though sadly range::indexed doesnt play well with range-based for yet)

doesnt play well with range-based for yet) I often expose basic event attributes on my classes using the signals2 library

the string manipulation and string formatting libraries can be pretty sweet as well

I will generally end up including boost in my apps because I really like these libraries.

Hope for the future

The C++ language committee is known for being very conservative, with the explicit objective of only adding to the language features they think will still be relevant in the distant future. Created in 1983, the first standard was released in 1998, and with a relatively minor update in 2003 you could be forgiven for saying it was a relatively stagnant language.

But in the last 5 years the landscape has changed dramatically. C++11, although released years later than intended, brings massive changes to both the core language and standard libraries, and the language committee has resolved to release new standards every few years, with C++14 almost released and C++17 well underway. Today even the most knowledgable C++ consultants are feeling their way around the language ; how to most effectively use the new range-based for loops (prefer for (auto && x: xs) !) and whether perhaps movable types should be passed by value or by rvalue reference.

C++17 is probably even more exciting for me than C++11 was, because it solves a couple of C++’s greatest problems: complicated error messages and crazy compile times. Concepts will allow programmers to write template code without even knowing it is template code !. And we will all be able to create template overloads without resorting to those crazy SFINAE techniques that are so ugly I generally don’t use them at all.

But the real truly beautiful feature will be modules. Apple have been heading up a team that will allow us to import modules without causing the pre-processor to continually parse massive compilation units, which is the vast majority of what it does these days. Apple have already implemented the beginnings of this in ObjectiveC, so they have a good grip on the problems. Check out this fantastic presentation on modules for more details.

A great summary of the current state of C++17 is the notes of the last standards committee meeting . Within you will find such goodies as:

Herb Sutter’s proposal to make return values explicit . This will make returning unique_ptr types as simple as return {new Thing} .

types as simple as . a proposal for better nested namespace syntax (e.g., namespace pcx::gl { /* my declarations */ } )

) the proposal for enhanced ranged-based for syntax to prevent accidental misuse (currently the recommended syntax is actuall for (auto && x : xs) , but this will allow us to use for (x : xs) )

My wishlist for future enhancements include: