This graph shows how many times the word ______ has been mentioned throughout the history of the program.
The following is a conversation with Bjarn Strelstrom. He's a creator of C++, a programming
language that after 40 years is still one of the most popular and powerful languages in the world.
Its focus on fast, stable, robust code underlies many of the biggest systems in the world
that we have come to rely on as a society. If you're watching this on YouTube, for example,
many of the critical backend components of YouTube are written in C++. Same goes for Google,
Facebook, Amazon, Twitter, most Microsoft applications, Adobe applications, most database
systems and most physical systems that operate in the real world like cars, robots, rockets that
launch us into space and one day will land us on Mars. C++ also happens to be the language
that I use more than any other in my life. I've written several hundred thousand lines of C++
source code. Of course, lines of source code don't mean much, but they do give hints of my
personal journey through the world of software. I've enjoyed watching the development of C++
as a programming language leading up to the big update in the standard in 2011 and those that
followed in 14, 17 and toward the new C++20 standard hopefully coming out next year.
This is the Artificial Intelligence Podcast. If you enjoy it, subscribe on YouTube, give it
five stars on iTunes, support it on Patreon, or simply connect with me on Twitter at Lex
Friedman, spelled F-R-I-D-M-A-N. And now here's my conversation with Bjorn Strauss-Straub.
What was the first program you've ever written? Do you remember?
Bjorn Strauss-It was my second year in university, first year of computer science,
and it was an Algor-60. I calculated the shape of a super ellipse and then connected points
on the perimeter, creating star patterns. It was with a wedding on a paper printer.
And that was in college, university? Yeah. I learned to program the second year in university.
And what was the first programming language, if I may ask it this way, that you fell in love with?
I think Algor-60. And after that, I remember I remember Snowball. I remember Fortran didn't
fall in love with that. I remember Pascal didn't fall in love with that. It always got in the
way of me. And then I just covered Assembler, and that was much more fun. And from there,
I went to microcode. So you were drawn to the, you found the low-level stuff beautiful?
I went through a lot of languages, and then I spent significant time in Assembler and
microcode. That was sort of the first really profitable things I paid for my masters, actually.
And then I discovered Simula, which was absolutely great.
Simula. Simula was the extension of Algor-60 done primarily for simulation, but basically they
invented object-oriented programming at inheritance and runtime polymorphism while they were doing it.
And that was the language that taught me that you could have the sort of the problems of a
program grow with the size of the program rather than with the square of the size of the program.
That is, you can actually modularize very nicely. And that was a surprise to me.
It was also a surprise to me that a stricter type system than Pascal's was helpful,
whereas Pascal's type system got in my way all the time. So you need a strong type system to
organize your code well, but it has to be extensible and flexible.
Let's get into the details a little bit. What kind, if you remember, what kind of type system
did Pascal have? What type system, typing system did Algor-60 have? Basically, Pascal was sort of
the simplest language that Niklaus Wiert could define that served the needs of Niklaus Wiert at
the time. And it has a sort of a highly moral tone to it. That is, if you can say it in Pascal,
it's good. And if you can't, it's not so good. Whereas, Simula allowed you basically to build
your own type system. So instead of trying to fit yourself into Niklaus Wiert's world,
Christian Nürburgring's language and Oliwann Dahl's language allowed you to build your own.
So it's sort of close to the original idea of you build a domain specific language.
As a matter of fact, what you build is a set of types and relations among types that allows you
to express something that's suitable for an application. So when you say types,
stuff you're saying has echoes of object during a programming.
Yes, they invented it. Every language that uses the word class for type is a descendant of Simula.
Directly or indirectly. Christian Nürburgring and Oliwann Dahl were
mathematicians and they didn't think in terms of types, but they understood sets and classes of
elements. And so they called their types classes. And basically, in C++, as in Simula, classes are
user-defined type. So can you try the impossible task and give a brief history of programming
languages from your perspective? So we started with ALGOL60, Simula, ASCAL, but that's just the 60s
and 70s. I can try. The most sort of interesting and major improvement of programming languages
was FORTRAN, the first FORTRAN. Because before that, ALGOL was written for a specific machine
and each specific machine had a language, a simply language or a core Simula or some extension of
that idea. But you are writing for a specific machine in the language of that machine. And
Barker's and his team at IBM built a language that would allow you to write what you really wanted.
That is, you could write it in a language that was natural for people. Now, these people happened
to be engineers and physicists. So the language that came out was somewhat unusual for the rest of
the world. But basically, they said formula translation because they wanted to have the
mathematical formulas translated into the machine. And as a side effect, they got portability.
Because now they are writing in the terms that the humans used and the way humans thought.
And then they had a program that translated it into the machine's needs. And that was new. And
that was great. And it's something to remember. We want to raise the language to the human level,
but we don't want to lose the efficiency. And that was the first step towards the human?
That was the first step. And of course, there were very particular kinds of humans. Business
people were different. So they got co-born instead and et cetera, et cetera. And Simula came out.
No, let's not go to Simula yet. Let's go to Algor. Fortran didn't have, at the time, the notions of
not a precise notion of type, not a precise notion of scope, not a set of translation faces that was
what we have today, lexical, syntax, semantics. It was sort of a bit of a model in the early days.
But hey, they had just done the big breakthrough in the history of programming. So you can't
criticize them for not having gotten all the technical details right. So we got Algor. That was
very pretty. And most people in commerce and science considered it useless because it was not
flexible enough and it wasn't efficient enough and et cetera, et cetera. But that was a breakthrough
from the technical point of view. And then Simula came along to make that idea more flexible.
And you could define your own types. And that's where I got very interested.
Preston Nygo, who's the main idea man behind Simula.
That was late 60s.
This was late 60s. Well, I was a visiting professor in Aarhus. And so I learned object
oriented programming by sitting around and well, in theory, discussing with Christen Nygo. But
based on once you get started and in full flow, it's very hard to get a word in edge ways.
Well, you're just listening.
So it was great. I learned it from there.
Not to romanticize the notion, but it seems like a big leap to think about object oriented
programming. It's really a leap of abstraction. Yes. And was that as big and beautiful of a leap
as it seems from now in retrospect? Or was it an obvious one at the time?
It was not obvious. And many people have tried to do something like that. And most people didn't
come up with something as wonderful as Simula. Lots of people got their PhDs and made their
careers out of forgetting about Simula or never knowing it. For me, the key idea was basically
I could get my own types. And that's the idea that goes further into C++, where I can get
better types and more flexible types and more efficient types. But it's still the
fundamental idea. When I want to write a program, I want to write it with my types.
That is appropriate to my problem and under the constraints that I'm under with hardware,
software, environment, etc. And that's the key idea. People picked up on the class hierarchies
and the virtual functions and the inheritance. And that was only part of it. It was an
interesting and major part and still a major part and a lot of graphic stuff. But it was not the
most fundamental. It was when you wanted to relate one type to another, you don't want them all to
be independent. The classical example is that you don't actually want to write city simulation with
vehicles where you say, well, if it's a bicycle, write the code for turning a bicycle to the left.
If it's a normal car, turn right the normal carway. If it's a fire engine, turn right the fire engine
way, you get these big case statements and bunches of if statements and such. Instead, you tell the
base class that that's the vehicle and say, turn left the way you want to. And this is actually
a real example. They used it to simulate and optimize the emergency services for somewhere
in Norway back in the 60s. Wow. So this was one of the early examples for why you needed
inheritance and you needed runtime polymorphism because you wanted to handle this set of
vehicles in a manageable way. You can't just rewrite your code each time a new kind of vehicle
comes along. Yeah, that's a beautiful, powerful idea. And of course, it stretches through your work
with C++ as we'll talk about. But I think you structured nicely what other breakthroughs came
along in the history of programming languages. If we were to tell the history in that way.
Obviously, I'm better telling the part of the history that that is the path I'm on,
as opposed to all the path. Yeah, you skipped the hippie John McCarthy and Lisp,
one of my favorite languages. But Lisp is not one of my favorite languages. It's obviously
important. It's obviously interesting. Lots of people write code in it. And then they rewrite it
into C++ when they want to go to production. It's in the world I'm at, which are constrained by
performance, reliability, issues, deployability, cost of hardware. I don't like things to be too
dynamic. It is really hard to write a piece of code that's perfectly flexible, that you can also
deploy on a small computer, and that you can also put in say a telephone switch in Bogota.
What's the chance if you get an error and you find yourself in the debugger that the telephone
switch in Bogota on late Sunday night has a programmer around? The chance is zero. And so a
lot of things I think most about can't afford that flexibility. I'm quite aware that maybe
70%, 80% of all code are not under the kind of constraints I'm interested in. But somebody has
to do the job I'm doing because you have to get from these high level flexible languages
to the hardware. The stuff that lasts for 10, 20, 30 years is robust, operates under very
constrained conditions. Yes, absolutely. That's right. And it's fascinating and beautiful in
its own way. It's C++ is one of my favorite languages, and so is Lisp. So I can embody too
for different reasons as a programmer. I understand why Lisp is popular, and I can see
the beauty of the ideas and similarly with small talk. It's just not as a relative thing. It's not
as relevant in my world. And by the way, I distinguish between those in the functional
languages where I go to things like ML and Haskell. Different kind of languages. They have a
different kind of beauty and they're very interesting. And I actually try to learn from
all the languages I encounter to see what is there that would make working on the kind of
problems I'm interested in with the kind of constraints that I'm interested in. What can
actually be done better? Because we can surely do better than we do today.
You've said that it's good for any professional programmer to know at least five languages
as speaking about a variety of languages that you've taken inspiration from. And you've listed
yours as being at least at the time C++, obviously, Java, Python, Ruby, and JavaScript.
Can you first of all update that list, modify it? You don't have to be constrained to just five.
But can you describe what you picked up also from each of these languages,
how you see them as inspirations for even your working with C++?
This is a very hard question to answer. So about languages, you should know languages.
I reckon I knew about 25 or thereabouts when I did C++. It was easier in those days because
the languages were smaller and you didn't have to learn a whole programming environment and
such to do it. You could learn the language quite easily. And it's good to learn so many languages.
I imagine just like with natural language for communication, there's different paradigms that
emerge in all of them, that there's commonalities and so on.
So I picked five out of a hat. The important thing that the number is not one.
It's like, I don't like, I mean, if you're a monoglot, you are likely to think that your own
culture is the only one's periods for everybody else's. A good learning of a foreign language
and a foreign culture is important. It helps you think and be a better person. With programming
languages, you become a better programmer, a better designer with the second language.
Now, once you've got two, the way to five is not that long. It's the second one that's most
important. And then when I had to pick five, I sort of thinking what kinds of languages are there.
Well, there's a really low level stuff. It's good. It's actually good to know machine code.
Even today, even today, the C++ optimizers write better machine code than I do.
But I don't think I could appreciate them if I actually didn't understand machine code and
machine architecture. At least in my position, I have to understand a bit of it because
you mess up the cache and you're off in performance by a factor of 100. It shouldn't be that if you
are interested in either performance or the size of the computer you have to deploy. So I would go,
this is simpler. I used to mention C, but these days, going low level is not actually what gives
you the performance. It is to express your ideas so cleanly that you can think about it and the
optimizer can understand what you're up to. My favorite way of optimizing these days is to throw
out the clever bits and see if it still runs fast. And sometimes it runs faster.
So I need the abstraction mechanisms or something like C++ to write compact high performance code.
There was a beautiful keynote by Jason Turner at the CPPCon a couple of years ago where he decided
he was going to program Pong on Motorola 6800, I think it was. And he says, well, this is relevant
because it looks like a microcontroller. It has specialized hardware. It has not very much memory
and it's relatively slow. And so he shows in real time how he writes Pong, starting with
fairly straightforward low level stuff, improving his abstractions. And what he's doing,
he's writing C++ and it translates into 86 assembler, which you can do with Clang and you
can see it in real time. It's the compiler explorer, which you can use on the web. And then he wrote
a little program that translated 86 assembler into Motorola assembler. And so he types and you can
see this thing in real time. You can see it in real time. And even if you can't read the assembly
code, you can just see it, his code gets better, the code, the assembler gets smaller. He increases
the abstraction level uses C++ 11 as it were better. This code gets cleaner, it gets easier
to maintain what the code shrinks and it keeps shrinking. And I could not in any reasonable
amount of time write that assembler as good as the compiler generated from really quite nice
modern C++. And I'll go as far as to say that the thing that looked like C was significantly
uglier and smaller when it became and larger when it became machine code. So the abstractions
that can be optimized are important. I would love to see that kind of visualization in larger
code bases. Yeah, that might be beautiful. You can't show a larger code base in a one hour talk
and have it fit on screen. Right. So that's C and C++. So my two languages would be machine code and
C++. And then I think you can learn a lot from the functional languages. So PIG has Golioml. I
don't care which. I think actually you learn the same lessons of expressing especially mathematical
notions really clearly and having a type system that's really strict. And then you should probably
have a language for sort of quickly churning out something. You could pick JavaScript,
you could pick Python, you could pick Ruby. What do you make of JavaScript in general?
So you're talking in the platonic sense about languages, about what they're good at,
what their philosophy of design is. But there's also a large user base behind each of these
languages and they use it in the way sometimes maybe it wasn't really designed for. That's right.
JavaScript is used way beyond probably what it was designed for. Let me say it this way. When you
build a tool, you do not know how it's going to be used. You try to improve the tool by looking at
how it's being used and when people cut their fingers off and try and stop that from happening.
But really you have no control over how something is used. So I'm very happy and proud of some of
the things C++ is being used at and some of the things I wish people wouldn't do. Bitcoin mining
being my favorite example uses as much energy as Switzerland and mostly serves criminals.
But back to the languages, I actually think that having JavaScript run in the browser
wasn't an enabling thing for a lot of things. Yes, you could have done it better,
but people were trying to do it better and they were using
more principles, language designs, but they just couldn't do it right.
And the non-professional programmers that write lots of that code just couldn't understand them.
So it did an amazing job for what it was. It's not the previous language and I don't think it ever
will be the previous language, but let's not be bigots here. So what was the origin story of C++?
You basically gave a few perspectives of your inspiration of object-oriented programming.
You had a connection with C in performance efficiency. It was an important thing you were
drawn to. Efficiency and reliability. You have to get both. What's reliability?
I really want my telephone calls to get through and I want the quality of what I am talking,
coming out at the other end. The other end might be in London or wherever.
So and you don't want the system to be crashing. If you're doing a bank, you must
crash. It might be your bank account that is in trouble. There's different constraints like
games. It doesn't matter too much if there's a crash, nobody dies and nobody gets ruined.
But I'm interested in the combination of performance, partly because of sort of
speed of things being done, part of being able to do things that is necessary to
have reliability of larger systems. If you spend all your time interpreting a
simple function call, you are not going to have enough time to do proper signal processing
to get the telephone calls to sound right. Either that or you have to have 10 times as
many computers and you can't afford your phone anymore. It's a ridiculous idea in the modern
world because we've solved all of those problems. I mean they keep popping up in different ways
because we tackle bigger and bigger problems. So efficiency remains always an important
aspect. But you have to think about efficiency not just as speed but as an enabler to
important things. And one of the things it enables is reliability, is dependability.
When I press the pedal, the brake pedal of a car, it is not actually connected directly to
anything but a computer. That computer better work.
Let's talk about reliability just a little bit. So modern cars have ECUs, have millions of lines
of code today. So this is certainly especially true of autonomous vehicles where some of the
aspect of the control or driver assistance systems that steer the car that keep it in the lane and
so on. So how do you think, you know, I talked to regulators, people in the government who are
very nervous about testing the safety of these systems of software, ultimately software that
makes decisions that could lead to fatalities. So how do we test software systems like these?
First of all, safety like performance and like security is the systems property.
People tend to look at one part of a system at a time and saying something like, this is secure.
That's all right. I don't need to do that. Yeah, that piece of code is secure. I'll buy
your operator. If you want to have reliability, if you want to have performance, if you want to
have security, you have to look at the whole system. I did not expect you to say that, but
that's very true. Yes. I'm dealing with one part of the system and I want my part to be really good,
but I know it's not the whole system. Furthermore, making an individual part perfect
may actually not be the best way of getting the highest degree of reliability and performance and
such. There's people who say C++ type safe, not type safe, you can break it. Sure. I can break
anything that runs on a computer. I may not go through your type system. If I wanted to break
into your computer, I'll probably try SQL injection. It's very true. If you think about safety or even
reliability at a system level, especially when a human being is involved, it starts becoming
hopeless pretty quickly in terms of proving that something is safe to a certain level,
because there's so many variables. It's so complex. Well, let's get back to something we can talk
about and actually make some progress on. We can look at C++ programs and we can try and make sure
they crash less often. The way you do that is largely by simplification. The first step is to
simplify the code, have less code, have code that are less likely to go wrong. It's not by
runtime testing everything. It is not by big test frameworks that you are using. Yes, we do that
also. But the first step is actually to make sure that when you want to express something,
you can express it directly in code rather than going through endless loops and convolutions in
your head before it gets down the code. If the way you're thinking about a problem is not in the
code, there is a missing piece that's just in your head and the code you can see what it does,
but it cannot see what you thought about it unless you have expressed things directly.
When you express things directly, you can maintain it. It's easier to find errors. It's easier to
make modifications. It's actually easier to test it and, lo and behold, it runs faster.
Therefore, you can use a smaller number of computers, which means there's less hardware
that could possibly break. I think the key here is simplification, but it has to be
to use the Einstein quote as simple as possible and no simpler.
Not simpler.
There are other areas with under constraints where you can be simpler than you can be in C++,
but in the domain I'm dealing with, that's the simplification I'm after.
How do you inspire or ensure that the Einstein level simplification is reached?
Can you do code review? Can you look at code? If I gave you the code for the Ford F-150
and said, here, is this a mess or is this okay? Is it possible to tell? Is it possible to regulate?
An experienced developer can look at code and see if it smells.
I mixed metaphors deliberately. The point is that it is hard to generate something
that is really obviously clean and can be appreciated, but you can usually recognize
when you haven't reached that point. I've never looked at the F-150 code, so I wouldn't know.
But I know what I ought to be looking for. There are be looking for some tricks that
correlate with bugs and elsewhere. I have tried to formulate rules for what good code looks like
and the current version of that is called the C++ core guidelines.
One thing people should remember is there's what you can do in a language and what you should do.
In a language you have lots of things that is necessary in some context, but not in others.
There are things that exist just because there's 30-year-old code out there and you can't get rid
of it, but you can't have rules that says, when you create it, try and follow these rules.
This does not create good programs by themselves, but it limits the damage
from mistakes. It limits the possibilities of mistakes. Basically, we are trying to say,
what is it that a good programmer does at the fairly simple level of where you use the language
and how you use it. Now, I can put all the rules for chiseling in marble. It doesn't mean that
somebody who follows all of those rules can do a masterpiece by Michelangelo.
That is, there's something else to write a good program. Is there something else to create
important work of art? There's some kind of inspiration, understanding, gift,
but we can approach the technical, the craftsmanship level of it.
The famous painters, the famous sculptures were, among other things, superb craftsmen.
They could express their ideas using their tools very well. These days, I think, what I'm doing,
what a lot of people are doing, we're still trying to figure out how it is to use our tools very well.
For a really good piece of code, you need a spark of inspiration and you can't, I think,
regulate that. You cannot say that I'll buy your picture only if you're at least Van Gogh.
There are other things you can regulate, but not the inspiration.
I think that's quite beautifully put. It is true that there is, as an experienced programmer,
when you see code that's inspired that's like Michelangelo, you know it when you see it.
The opposite of that is code that is messy, code that smells, you know when you see it.
I'm not sure you can describe it in words except vaguely through guidelines and so on.
Yes, it's easier to recognize ugly than to recognize beauty in code. The reason is that
sometimes beauty comes from something that's innovative and unusual and you have to sometimes
think reasonably hard to appreciate that. On the other hand, the messes have things in common.
You can have static checkers and dynamic checkers that finds a large number of the most common
mistakes. You can catch a lot of slobberness mechanically. I'm a great fan of static analysis
in particular because you can check for not just the language rules but for the usage of language
rules. I think we will see much more static analysis in the coming decade.
Can you describe what static analysis is?
You represent a piece of code so that you can write a program that goes over that representation
and look for things that are right and not right. For instance, you can analyze a program
to see if resources are leaked. That's one of my favorite problems. It's not actually all
that hard in modern C++ but you can do it. If you are writing in the C level, you have to have a
malloc and a free and they have to match. If you have them in a single function,
you can usually do it very easily. If there's a malloc here, there should be a free there.
On the other hand, in between can be joined complete code and then it becomes impossible.
If you pass that pointer to the memory out of a function and then want to make sure that the free
is done somewhere else, now it gets really difficult. For static analysis, you can run
through a program and you can try and figure out if there's any leaks. What you will probably find
is that you will find some leaks and you will find quite a few places where your analysis
can't be complete. It might depend on runtime. It might depend on the cleverness of your analyzer
and it might take a long time. Some of these programs run for a long time but if you combine
such analysis with a set of rules that says how people could use it, you can actually see why
the rules are violated and that stops you from getting into the impossible complexities. You
don't want to solve the holding problem. Static analysis is looking at the code without running
the code and thereby it's almost not in production code but it's almost like an education tool of
how the language should be used. It guides you at its best. It would guide you in how you write
future code as well and you learn together. You need a set of rules for how you use the language
then you need static analysis that catches your mistakes when you violate the rules or when
your code ends up doing things that it shouldn't despite the rules because there is the language
rules. We can go further. Again, it's back to my idea that I would much rather find errors before
I start running the code. If nothing else, once the code runs, if it catches an error at run times,
I have to have an error handler and one of the hardest things to write in code is error handling
code because you know something went wrong. Do you know really exactly what went wrong?
Usually not. How can you recover when you don't know what the problem was? You can't be 100%
sure what the problem was in many, many cases and this is part of it. Yes, we need good languages
with good type systems. We need rules for how to use them. We need static analysis and the
ultimate for static analysis is course program proof but that still doesn't scale to the kind
of systems we deploy. Then we start needing testing and the rest of the stuff. C++ is an
object-oriented programming language that creates, especially with its newer versions,
as we'll talk about, higher and higher levels of abstraction. Let's even go back to the origin
C++. How do you design something with so much abstraction that's still efficient and is still
something that you can manage, do static analysis on, you can have constraints on,
they can be reliable, all those things we've talked about. To me, there's a slight tension between
high-level abstraction and efficiency. That's a good question. I could probably have a year's
course just trying to answer it. Yes, there's a tension between efficiency and abstraction,
but you also get the interesting situation that you get the best efficiency out of the best
abstraction. My main tool for efficiency, for performance, actually is abstraction. Let's
go back to how C++ got there. You said it was object-oriented programming language. I actually
never said that. It's always quoted but I never did. I said C++ supports object-oriented programming
and other techniques. That's important because I think that the best solution to most
complex interesting problems require ideas and techniques from things that have been called
object-oriented, data abstraction, functional, traditional C-style code, all of the above.
When I was designing C++, I soon realized I couldn't just add features.
If you just add what looks pretty or what people ask for or what you think is good,
one by one, you're not going to get a coherent whole. What you need is a set of guidelines that
guides your decisions. Should this feature be in or should this feature be out? How should
a feature be modified before it can go in and such? In the book I wrote about that,
that's signed an evolution of C++. There's a whole bunch of rules like that. Most of them are not
language technical. There are things like don't violate static type system because I like static
type system for the obvious reason that I like things to be reliable on reasonable amounts of
hardware. One of these rules is the zero overhead principle. It basically says that
if you have an abstraction, it should not cost anything compared to write the equivalent code
at a lower level. If I have, say, a matrix multiply, it should be written in such a way
that you could not drop to the C level of abstraction and use arrays and pointers and
such and run faster. People have written such matrix multiplications. They've actually gotten
code that ran faster than Fortran because once you had the right abstraction, you can eliminate
temporaries and you can do loop fusion and other good stuff like that. That's quite hard to do
by hand and in a lower level language. There's some really nice examples of that. The key here
is that that matrix multiplication, the matrix abstraction, allows you to write code that's
simple and easy. You can do that in any language. With C++, it has the features so that you can
also have this thing run faster than if you hand coded it. People have given that lecture many times
I and others. A very common question after the talk where you have demonstrated that you're
going to outperform Fortran for dense matrix multiplication, people come up and say, yeah,
but that was C++. If I rewrote your code and see how much faster would it run? The answer is much
slower. This happened the first time actually back in the ages with a friend of mine called
Doug McElroy who demonstrated exactly this effect. The principle is you should give programmers
the tools so that the abstractions can follow the zero white principle. Furthermore, when you put
in a language feature on C++ or a standard library feature, you try to meet this. It doesn't mean
it's absolutely optimal, but it means if you hand code it with the usual facilities in the language
in C++ in C, you should not be able to better it. Usually you can do better if you use embedded
assembler for machine code for some of the details to utilize part of a computer that
the compiler doesn't know about, but you should get to that point before you beat the abstraction.
That's a beautiful idea to reach for. We meet it quite often. Where's the magic of that coming
from? Some of it is the compilation process. The implementation is C++. Some of it is the
design of the feature itself, the guidelines. I've recently often talked to Chris Ladner,
so Clang. Just out of curiosity, is your relationship in general with the different
implementations of C++, as you think about you and committee and other people in C++,
think about the design of new features or design of previous features, in trying to reach the ideal
of zero overhead, does the magic come from the design, the guidelines, or from the implementations?
Not all. You go for programming technique, program language features,
and implementation techniques. You need all three. How can you think about all three at the same time?
It takes some experience, takes some practice, and sometimes you get it wrong, but after a while,
you sort of get it right. I don't write compilers anymore, but Brian Kernighan pointed out that
one of the reasons C++ succeeded was some of the craftsmanship I put into the early compilers.
And of course, I did the language design, and of course, I wrote a fair amount of code using
this kind of stuff. And I think most of the successes involves progress in all three areas
together. A small group of people can do that. Two, three people can work together to do something
like that. It's ideal if it's one person that has all the skills necessary, but nobody has
all the skills necessary in all the fields where C++ is used. So if you want to approach my ideal
in say concurrent programming, you need to know about algorithms on concurrent programming. You
need to know the trigger of lock-free programming. You need to know something about the compiler
techniques, and then you have to know some of the application areas where this is,
like some forms of graphics or some forms of what we call a web-serving kind of stuff.
And that's very hard to get into a single head. But small groups can do it too.
So is there differences in your view? Not saying which is better or so on,
but difference in the different implementations of C++? Why are there several sort of maybe naive
questions for me? This is a very reasonable question. When I designed C++,
most languages have multiple implementations because if you run on an IBM, if you run on a Sun,
if you run on a Motorola, there was just many, many companies and they each have their own
compilation structure, their old compilers. It was just fairly common that there was many of them.
And I wrote Cfront assuming that other people would write compilers for C++ if
I was successful. And furthermore, I wanted to utilize all the back-end infrastructures that
were available. I soon realized that my users were using 25 different linkers. I couldn't
write my own linker. Yes, I could, but I couldn't write 25 linkers and also get any work done on
the language. And so it came from a world where there was many linkers, many optimizers, many
compiler front-ends, not to start, but many operating systems. The whole world was not
an 86 and Linux box or something, whatever is the standard today. In the old days, they set a
backs. So basically, I assumed there would be lots of compilers. It was not a decision
that there should be many compilers. It was just a fact. That's the way the world is. And yes,
many compilers emerged. And today, there's at least four front-ends, Clang, GCC, Microsoft,
and EDG. It is the sign group. They supply a lot of the independent organizations and the embedded
systems industry. And there's lots and lots of back-ends. We have to think about how many it
doesn't back-ends there are. Because different machines have different things, especially in the
embedded world, the machines are very different. The architectures are very different. And so
having a single implementation was never an option. Now, I also happen to dislike monocultures.
Monocultures. They are dangerous. Because whoever owns the monoculture can go stale. And
there's no competition. And there's no incentive to innovate. There's a lot of incentive to put
barriers in the way of change. Because, hey, we own the world. And it's a very comfortable world
for us. And who are you to mess with that? So I really am very happy that there's four front-ends
for C++. Clang's great. But GCC was great. But then it got somewhat stale. Clang came along.
And GCC is much better now. Competition is good. Microsoft is much better now. So at least a low
number of front-end puts a lot of pressure on standards compliance and also on performance
and error messages and compile time speed. All this good stuff that we want.
Do you think, crazy question, there might come along, do you hope there might come along
implementation of C++ written given all of its history written from scratch?
So written today from scratch? Well, Clang and the LLVM is more or less written from scratch.
But there's been C++ 11, 14, 17, 20. Sooner or later, somebody is going to try again.
There has been attempts to write new C++ compilers. And some of them has been used. And some of them
has been absorbed into others and such. Yeah, it'll happen. So what are the key features of C++?
And let's use that as a way to sort of talk about the evolution of C++, the new feature.
So at the highest level, what are the features that were there in the beginning and what features
got added? Let's first get a principle or an aim in place. C++ is for people who want to use hardware
really well and then manage the complexity of doing that through abstraction. And so the first
facility you have is a way of manipulating the machines at a fairly low level. That looks very
much like C. It has loops, it has variables, it has pointers like machine addresses, it can access
memory directly, it can allocate stuff in the absolute minimum of space needed on the machine.
There's a machine-facing part of C++, which is roughly equivalent to C. I said C++ could beat C,
and it can. It doesn't mean I dislike C. If I disliked C, I wouldn't have built on it. Furthermore,
after Dennis Ritchie, I'm probably the major contributor to modern C. And well, I had lunch
with Dennis most days for 16 years, and we never had a harsh word between us. So these
C versus C++ fights are for people who don't quite understand what's going on.
And then the other part is the abstraction. And there, the key is the class, which is a user-defined
type. And my idea for the class is that you should be able to build a type that's just like the
built-in types in the way you use them, in the way you declare them, in the way you get the memory,
and you can do just as well. So in C++ there's an int. As in C, you should be able to build
an abstraction, a class, which we can call capital int, that you can use exactly like an integer,
and run just as fast as an integer. There's the idea right there. And of course, you probably
don't want to use the int itself, but it has happened. People have wanted integers
that were range checked so that you couldn't overflow and such, especially for very safety
critical applications like the fuel injection for a marine diesel engine for the largest ships.
This is a real example, by the way. This has been done. They built themselves an integer
that was just like integer except that it couldn't overflow. If there was an overflow,
you went into the error handling. And then you built more interesting types. You can build a
matrix, which you need to do graphics, or you could build a gnome for a video game.
And all of these are classes, and they appear just like the built-in types,
except in terms of efficiency and so on. So what else is there? And flexibility. So,
I don't know, for people who are not familiar with object-oriented programming,
there's inheritance. There's a hierarchy of classes. You can just like you said,
create a generic vehicle that can turn left. So what people found was that you don't actually
know. How do I say this? A lot of types are related. That is, the vehicles, all vehicles are
related. Bicycles, cars, fire engines, tanks. They have some things in common and some things
that differ. And you would like to have the common things common and having the differences
specific. And when you didn't want to know about the differences, like just turn left,
you don't have to worry about it. That's how you get the traditional object-oriented
programming coming out of Cmula adopted by Smalltalk and C++ and all the other languages.
The other kind of obvious similarity between types comes when you have something like a vector.
Fortune gave us the vector as a called array of doubles. But the minute you have a vector of
doubles, you want a vector of double precision doubles and for short doubles for graphics.
And why should you have not have a vector of integers while you're at it? Or a vector of
vectors and a vector of vectors of chess pieces. Now you have a board, right? So this is, you
express the commonality as the idea of a vector and the variations come through parameterization.
And so here we get the two fundamental ways of abstracting, of having similarities of
types in C++. There's the inheritance and there's a parameterization. There's the
object-oriented programming and there's the generic programming with the templates for
the generic programming. So you've presented it very nicely. But now you have to make all that
happen and make it efficient. So generic programming with templates, there's all kinds of magic going
on, especially recently, that you can help catch up on. But it feels to me like you can do way more
than what you just said with templates. You can start doing this kind of metaprogramming.
You can do metaprogramming also. I didn't go there in that explanation. We're trying to be
very basics. But go back on to the implementation. If you couldn't implement this efficiently,
if you couldn't use it so that it became efficient, it has no place in C++ because it will
violate the zero overhead principle. So when I had to get object-oriented programming inheritance,
I took the idea of virtual functions from Simula. Virtual functions is a Simula term.
Class is a Simula term. If you ever use those words, say thanks to Christian Nügoer and Oli Handahl.
And I get the simplest implementation I knew of, which was basically a jump table. So you get the
virtual function table. The function goes in, does an interaction through a table and get the right
function. That's how you pick the right thing there. And I thought that was trivial. It's close
to optimal. And it was obvious. It turned out the Simula had a more complicated way of doing it,
and therefore slower. And it turns out that most languages have something that's a little
bit more complicated, sometimes more flexible, but you pay for it. And one of the strengths of
C++ was that you could actually do this object-oriented stuff and your overhead compared
to ordinary functions. There's no indirection. It's sort of in 5, 10, 25 percent. Just the
core. It's down there. It's not two. And that means you can afford to use it. Furthermore,
in C++, you have the distinction between virtual function and a non-virtual function.
If you don't want any overhead, if you don't need the indirection that gives you the flexibility
in object-oriented programming, just don't ask for it. So the idea is that you only use
virtual functions if you actually need the flexibility. So it's not zero overhead,
but it's zero overhead compared to any other way of achieving the flexibility.
Now, auto-parameterization. Basically, the compiler looks at the template,
say the vector, and it looks at the parameter and then combines the two and generates a piece of code
that is exactly as if you're ridden a vector of that specific type. So that's the minimal overhead.
If you have many template parameters, you can actually combine code that the compiler couldn't
usually see at the same time and therefore get code that is faster than if you had hand-ridden the
stuff, unless you were very, very clever. So the thing is parameterized code, the compiler fills
stuff in during the compilation process, not during runtime. That's right. And furthermore,
it gives all the information it's gotten, which is the template, the parameter, and the context
of use. It combines the three and generates good code. But it can generate, now, it's a little
outside of what I'm even comfortable thinking about, but it can generate a lot of code.
Yes. And how do you, I remember being both amazed at the power of that idea
and how ugly the debugging looked. Yes. Debugging can be truly horrid. Come back
to this because I have a solution. Anyway, the debugging was ugly. The code generated by C++
has always been ugly because there's these inherent optimizations. A modern C++ compiler
has front-end, middle-end, and back-end optimizations. Even C front, back in 83,
had front-end and back-end optimizations. I actually took the code, generated an internal
representation, munched that representation to generate good code. So people say it's not a
compiler, it generates C. The reason it generated C was I wanted to use these code generators that
were really good at back-end optimizations, but I needed front-end optimizations. And therefore,
the C I generated was optimized C. The way a really good handcrafted optimizer human
could generate it, and it was not meant for humans. It was the output of a program,
and it's much worse today. And with templates, it gets much worse still.
So it's hard to combine simple debugging with the optimal code because the idea is to drag in
information from different parts of the code to generate good code, machine code. And that's not
readable. So what people often do for debugging is they turn the optimizer off. And so you get
code that when something in your source code looks like a function core, it is a function core.
When the optimizer is turned on, it may disappear. The function core, it may inline.
And so one of the things you can do is you can actually get code that is smaller than
the function core because you eliminate the function preamble and return. And there's just
the operation there. One of the key things when I did templates was I wanted to make sure that if
you have, say, a sort algorithm, and you give it a sorting criteria. If that sorting criteria
is simply comparing things with less than, the code generated should be the less than. Not a
indirect function core to a compression object, which is what it is in the source code.
But we really want down to the single instruction. But anyway, turn off the optimizer,
and you can debug. The first level of debugging can be done, and I always do without the
optimization on, because then I can see what's going on. And then there's this idea of concepts
that puts some, now I've never even, I don't know if it was ever available in any form,
but it puts some constraints on the stuff you can parameterize, essentially.
Let me try and explain. So yes, it wasn't there 10 years ago. We have had versions of it that
actually work for the last four or five years. It was a design by Gabbidas Reyes, Drew Sodden,
and me. We were professors in postdocs in Texas at the time. And the implementation by
Andrew Sodden has been available for that time. And it is part of C++20. And there's a standard
library that uses it. So this is becoming really very real. It's available in Klangen and GCC,
GCC for a couple of years. And I believe Microsoft is soon going to do it. We expect all
of C++20 to be available in all the major compilers in 20. But this kind of stuff is available now.
I'm just saying that because otherwise people might think I was talking about science fiction.
And so what I'm going to say is it's concrete. You can run it today.
And there's production uses of it. So the basic idea is that when you have
a generic component, like a sort function, the sort function will require at least two parameters,
one, a data structure with a given type, and a comparison criteria. And these things are related,
but obviously you can't compare things if you don't know what the type of things you compare.
Yeah. And so you want to be able to say, I'm going to sort something and it is to be sortable.
What does it mean to be sortable? You look it up in the standard. It has to be a sequence with a
beginning and an end. There has to be random access to that sequence. And the element types
has to be comparable. Which means less than operator can operate on. Yes, less than logical
operator can operate. Basically, what concepts are their compile time predicates, their predicates
you can ask, are you a sequence? Yes, I have a beginning and end. Are you a random access sequence?
Yes, I have a subscripting and plus. Is your element type something that has a less than?
Yes, I have a less than. So basically that's the system. And so instead of saying, I will take a
parameter of any type, it'll say I'll take something that's sortable. And it's well-defined.
And so we say, okay, you can sort with less than. I don't want less than. I want greater than or
something I invent. So you have two parameters, the sortable thing and the comparison criteria.
And the comparison criteria will say, well, you can write in saying it should operate on the element
type. And it has the comparison operations. So that's simply the fundamental thing. It's
compile time predicates. Do you have the properties I need? So it specifies the requirements
of the code on the parameters that it gets. It's very similar to types, actually.
But operating in the space of concepts. The word concept was used by Alex Stefanov,
who is sort of the father of generic programming in the context of C++.
You know, there's other places that use that word, but the way we call generic programming is
Alex's. And he called them concepts because he said they're the sort of the fundamental concepts
of an area. So they should be called concepts. And we've had concepts all the time. If you look at
the K&R book about C, C has arithmetic types and it has integral types. It says so in the book.
And then it lists what they are and they have certain properties. The difference today is that
we can actually write a concept that will ask a type, are you an integral type? Do you have the
properties necessary to be an integral type? Do you have plus, minus, divide, and such?
So maybe the story of concepts, because I thought it might be part of C++11,
COX, whatever it was at the time. We'll talk a little bit about this fascinating
process of standards. Because I think it's really interesting for people. It's interesting for me.
But why did it take so long? What shapes did the idea of concepts take? What were the challenges?
Back in 1987 or thereabouts. 1987?
Well, 1987 or thereabouts. When I was designing templates, obviously, I wanted to express the
notion of what is required by a template of its arguments. And so I looked at this.
And basically, for templates, I wanted three properties. I wanted to be very flexible.
It had to be able to express things I couldn't imagine. Because I know I can't imagine everything
and I've been suffering from languages that try to constrain you to only do what the designer
thought good. I didn't want to do that. Secondly, it had to run faster, as fast or faster than hand
written code. So basically, if I have a vector of t and I take a vector of char, it should run as
fast as you build a vector of char yourself without parameterization. And thirdly, I wanted
to be able to express the constraints of the arguments, have proper type checking of the
interfaces. And neither I nor anybody else at the time knew how to get all three.
And I thought, for C++, I must have the two first. Otherwise, it's not C++.
And it bothered me for another couple of decades that I couldn't solve the third one.
I mean, I was the one that put function argument type checking into C. I know the value of good
interfaces. I didn't invent that idea. It's very common. But I did it. And I wanted to do the same
I wanted to do the same for templates, of course, and I could. So it bothered me.
Then we tried again, 2002, 2003. Gaby just raised and I started analyzing the problem,
explained possible solutions. It was not a complete design. A group in University of Indiana,
an old friend of mine, they started a project at Indiana. And
we thought we could get a good system of concepts in another two or three years.
That would have made C++ 11 to C++ 06 or 07. Well, it turned out that I think we got a lot
of the fundamental ideas wrong. They were too conventional. They didn't quite fit C++, in my
opinion. It didn't serve implicit conversions very well. It didn't serve mixed type arithmetic,
mixed type computations very well. A lot of stuff came out of the functional community.
And that community didn't deal with multiple types in the same way as C++ does,
had more constraints on what you could express, and didn't have the draconian performance
requirements. And basically, we tried, we tried very hard. We had some successes,
but it just in the end wasn't. Didn't compile fast enough, was too hard to use,
and didn't run fast enough unless you had optimizers that was beyond the state of the art.
They still are. So we had to do something else. Basically, it was the idea that a set of parameters
has defined a set of operations, and you go through an interaction table just like for
virtual functions, and then you try to optimize the interaction away to get performance.
And we just couldn't do all of that. But get back to the standardization. We
are standardizing C++ under ISO rules, which are very open process. People come in,
there's no requirements for education or experience. So you started to develop C++, and
there's a whole, when was the first standard established? What is that like, the ISO standard?
Is there a committee that you're referring to? There's a group of people. What's that like?
How often do you meet? What's the discussion? I'll try and explain that. So sometime in early
1989, two people, one from IBM, one from HP, turned up in my office and told me I would like to
standardize C++. This was a new idea to me, and I pointed out that it wasn't finished yet,
and it wasn't ready for formal standardization and such. And they say, no, Bjarne, you haven't gotten
it. You really want to do this. Our organizations depend on C++. We cannot depend on something
that's owned by another corporation that might be a competitor. Of course we could rely on you,
but you might get run over by a boss. We really need to get this out in the open. It has to be
standardized under formal rules, and we are going to standardize it under ISO rules,
and you really want to be part of it because basically otherwise we'll do it ourselves.
And we know you can do it better. So through a combination of arm twisting and flattery,
it got started. So in late, in late 89, there was a meeting in DC at the, actually, no,
it was not ISO, then it was ANSI, the American National Standard we're doing.
We met there. We were lectured on the rules of how to do an ANSI standard. There was about 25 of us
there, which apparently was a new record for that kind of meeting. And some of the old C guys that
has been standardized in C was there, so we got some expertise in. So the way this works
is that it's an open process. Anybody can sign up if they pay the minimum fee, which is about $1,000,
less than, it's a little bit more now. And I think it's $1,280. It's not going to kill you.
And we have three meetings a year. This is fairly standard. We tried two meetings a year
for a couple of years. That didn't work too well. So three, one week meetings a year,
and you meet, and you have technical, meet technical discussions, and then you bring
proposals forward for votes. The votes are done one person per, one vote per organization. So you
can't have, say, IBM come in with 10 people and dominate things that's not allowed.
And these are organizations that extensively use C++?
Yes. Or individuals.
Or individuals. I mean, it's a bunch of people in the room deciding the design of a language
based on which a lot of the world's systems run.
That's right. Well, I think most people would agree it's better than if I decided it,
or better than if a single organization like H&C decided it.
I don't know if everyone agrees to that, by the way. Bureaucracies have their critics, too.
Yes. Look, standardization is not pleasant. It's horrifying.
It's like democracy.
But we, exactly. As Churchill says, democracy is the worst way except for the others, right?
And it's, I would say, the same with formal standardization.
But anyway, so we meet and we have these votes, and that determines what the standard is.
A couple of years later, we extended this so it became worldwide.
We have standard organizations that are active in currently 15 to 20 countries.
And another 15 to 20 are sort of looking and voting based on the rest of the work on it.
And we meet three times a year. Next week, I'll be in Cologne, Germany,
spending a week doing standardization. And then we will vote out the committee draft or C++20,
which goes to the National Standards Committees for comments and requests for changes and
improvements. Then we do that. And there's a second set of votes where hopefully everybody
votes in favor. This has happened several times. The first time we finished, we started in the
first technical meeting was in 1990. The last was in 1998. We voted it out. That was the standard
that people used till 11 or a little bit past 11. And it was an international standard.
All the countries voted in favor. It took longer with 11. I'll mention why, but all the nations
voted in favor. And we work on the basis of consensus. That is, we do not want something that passes
60-40, because then we're getting dialects and opponents and people complain too much.
They all complain too much. But basically, it has no real effect. The standards has been obeyed.
They have been working to make it easier to use many compilers, many computers, and all of that
kind of stuff. And so the first, it was traditional with ISO standards to take 10 years. We did the
first one and eight, brilliant. And we thought we were going to do the next one and six, because
now we're good at it. It took 13. Yeah, it was named OX. It was named OX. Hoping that you would
at least get it within the arts, the single digits. I thought we would get the six, seven,
or eight. The confidence of youth. That's right. Well, the point is that this was
sort of like a second system effect. That is, we now knew how to do it. And so we're going to do
it much better. And we've got more ambitious and it took longer. Furthermore, there is this
tendency because it's a 10 year cycle or eight doesn't matter. Just before you're about to ship,
somebody has a bright idea. And so we really, really must get that in. We did that successfully
with the STL. We got the standard library that gives us all the STL stuff. That basically,
I think it saved C++. It was beautiful. And then people tried it with other things,
and it didn't work so well. They got things in, but it wasn't as dramatic. And it took longer
and longer and longer. So after C++ 11, which was a huge improvement and what basically what
most people are using today, we decided never again. And so how do you avoid those slips?
And the answer is that you ship more often so that if you have a slip on a 10 year cycle,
by the time you know it's a slip, there's 11 years till you get it. Now with a three-year
cycle, there is about three or four years till you get it. Like the delay between feature freeze
and shipping. So you always get one or two years more. And so we shipped 14 on time.
We shipped 17 on time. And we will ship 20 on time. It'll happen. And furthermore,
this gives a predictability that allows the implementers, the compiler implementers,
the library implementers, to they have a target and they deliver on it. 11 took two years before
most compilers were good enough. 14, most compilers were actually getting pretty good in 14.
17, everybody shipped in 17. We are going to have at least almost everybody ship almost
everything in 20. And I know this because they're shipping in 19. Predictability is good. Delivery
on time is good. And so yeah. That's great. So that's how it works. There's a lot of features
that came in in C++11. There's a lot of features at the birth of C++ that were amazing and ideas
with concepts in 2020. What to you is the most, just to you personally, beautiful or
just do you sit back and think, wow, that's just nice and clean feature of C++?
I have written two papers for the history of programming languages conference, which basically
asked me such questions. And I'm writing a third one, which I will deliver at the history of
programming languages conference in London next year. So I've been thinking about that and there
is one clear answer. Constructors and destructors. The way a constructor can establish the environment
for the use of a type for an object and the destructor that cleans up any messes at the end
of it. That is key to C++. That's why we don't have to use garbage collection. That's how we can
get predictable performance. That's how you can get the minimal overhead in many, many cases
and have really clean types. It's the idea of constructor-destructor pairs. Sometimes it comes
out under the name RIAII. Resource acquisition is initialization, which is the idea that you
grab resources and the constructor and release them and destructor. It's also the best example
of why I shouldn't be in advertising. I get the best idea and I call it resource acquisition is
initialization. Not the greatest naming I've ever heard. So it's types, abstraction of types.
You said, I want to create my own types. Types is an essential part of C++ and making them
efficient is the key part. To you, this is almost getting philosophical, but the construction
and the destruction, the creation of an instance of a type and the freeing of resources from that
instance of a type is what defines the object. It's almost like birth and death is what defines
human life. That's right. By the way, philosophy is important. You can't do good language design
without philosophy because what you are determining is what people can express and how. This is very
important. By the way, constructors, destructors came into C++ in 17.9 in about the second week
of my work with what was then called C++ classes. It is a fundamental idea. Next comes the fact that
you need to control copying because once you control, as you said, birth and death, you have
to control taking copies, which is another way of creating an object. Finally, you have to be able
to move things around so you get to move operations. That's the set of key operations you can define
on a C++ type. To you, those things are just a beautiful part of C++ that is at the core of it
all. You mentioned that you hope there will be one unified set of guidelines in the future for how
to construct a programming language. Perhaps not one programming language, but a unification of
how we build programming languages, if you remember such statements. I have some trouble
remembering it, but I know the origin of that idea. Maybe you can talk about C++ has been
improving. There's been a lot of programming language. Where does the archer history taking us?
Do you hope that there is a unification about the languages with which we communicate in a digital
space? Well, I think that languages should be designed not by clobbering language features
together and doing slightly different versions of somebody else's ideas, but through the creation
of a set of principles, rules of thumbs, whatever you call them. I made them for C++ and we're trying
to teach people in the Standards Committee about these rules because a lot of people come in and
say, I've got a great idea. Let's put it in the language. Then you have to ask, why does it fit in
the language? Why does it fit in this language? It may fit in another language and not here,
or it may fit here and not the other language. You have to work from a set of principles and
you have to develop that set of principles. One example that I sometimes remember is I was sitting
down with some of the designers of Common Lisp and we were talking about languages and language
features and obviously we didn't agree about anything because, well, Lisp is not C++ and vice
versa. Too many parentheses. But suddenly we started making progress. I said, I had this problem
and I developed it according to these ideas and they said, why? We had that problem, different
problem and we developed it with the same kind of principles. We worked through large chunks of C++
and large chunks of Common Lisp and figured out we actually had similar sets of principles of
how to do it. But the constraints on our designs were very different and the aims for the usage
was very different. But there was commonality in the way you reason about language features
and the fundamental principles you were trying to do. So do you think that's possible to order?
So just like there is perhaps a unified theory of physics, of the fundamental forces of physics,
that I'm sure there is commonalities among the languages. But there's also people involved
that help drive the development of these languages. Do you have a hope or an optimism
that there will be a unification if you think about physics in Einstein towards a simplified
language? Do you think that's possible? Let's remember sort of modern physics I think started
with Galileo in the 1300s. So they've had 700 years to get going. Modern computing started in
about 1949. We've got 70 years. They have 10 times. And furthermore, they are not as bothered
with people using physics the way we are worried about programming. It's done by humans. So each
have problems and constraints the others have, but we are very immature compared to physics.
So I would look at sort of the philosophical level and look for fundamental principles like
you don't leak resources, you shouldn't. You don't take errors at runtime that you don't need to.
You don't violate some kind of type system. There's many kinds of type systems. But when
you have one, you don't break it, et cetera, et cetera. There will be quite a few and it will
not be the same for all languages. But I think if we step back at some kind of philosophical level,
we would be able to agree on sets of principles that applied to sets of problem areas. And within
an area of use, like in C++'s case, what used to be called systems programming, the area between
the hardware and the fluffier parts of the system, you might very well see a convergence.
So these days, you see Rust having adopted RAII and some time accuses me for having borrowed it
20 years before they discovered it. But we're seeing some kind of convergence here instead of
relying on garbage collection all the time. The garbage collection languages are doing things like
the dispose patterns and such that imitate some of the construction, destruction stuff.
And they're trying not to use the garbage collection all the time and things like that. So
there's conversion. But I think we have to step back to the philosophical level, agree on principles,
and then we'll see some conversions, convergences, and it will be application domain specific.
So a crazy question, but I work a lot with machine learning with deep learning. I'm not
sure if you touch that world much. But you could think of programming as a thing that takes some
input. Programming is the task of creating a program. And the program takes some input and
produces some output. So machine learning systems train on data in order to be able to take an input
and produce output. But there are messy, fuzzy things, much like we as children grow up, we
take some input, we make some output, but we're noisy, we mess up a lot, we're definitely not
reliable biological system or a giant mess. So there's a sense in which machine learning is a
kind of way of programming, but just fuzzy. It's very, very, very different than C++. Because
C++ is like, it's just like you said, it's extremely reliable. It's efficient. You can
measure it, you can test it in a bunch of different ways. With biological systems or machine learning
systems, you can't say much except sort of empirically saying that 99.8% of the time,
it seems to work. What do you think about this fuzzy kind of programming? Do you even see it as
programming? Is it totally another kind of world? I think it's a different kind of world.
And it is fuzzy. And in my domain, I don't like fuzziness. That is, people say things like they
want everybody to be able to program. But I don't want everybody to program my airplane controls
or the car controls. I want that to be done by engineers. I want that to be done with people
that are specifically educated and trained for doing building things. And it is not for everybody.
Similarly, a language like C++ is not for everybody. It is generated to be a sharp and
effective tool for professionals, basically, and definitely for people who aim at some kind
of precision. You don't have people doing calculations without understanding math,
right? Counting on your fingers is not going to cut it if you want to fly to the moon.
And so there are areas where an 84% accuracy rate, 16% false positive rate is perfectly acceptable
and where people will probably get no more than 70. You said 98%. What I have seen is more like
84%. And by really a lot of blood, sweat, and tears, you can get up to 92.5%. So this is fine
if it is, say, pre-screening stuff before the human look at it. It is not good enough for life
threatening situations. And so there's lots of areas where the fuzziness is perfectly acceptable
and good and better than humans, cheaper than humans. But it is not the kind of engineering
stuff I am mostly interested in. I worry a bit about machine learning in the context of cars.
You know much more about this than I do. I worry too. But I am sort of an amateur here. I have
read some of the papers, but I have not ever done it. And the idea that scares me the most is the
one I have heard, and I don't know how common it is, that you have this AI system, machine
learning, all of these trained neural nets. And when there's something that's too complicated,
they ask the human for help. But the human is reading a book or asleep. And he has 30 seconds
or three seconds to figure out what the problem was that the AI system could handle and do the
right thing. This is scary. I mean, how do you do the cut over between the machine and the human?
It's very, very difficult. And for the designer of one of the most reliable, efficient and powerful
programming languages, C++, I can understand why that world is actually unappealing. It is for
most engineers. To me, it's extremely appealing because we don't know how to get that interaction
right. But I think it's possible. But it's very, very hard. It is. And I was stating a problem,
not a solution. That is impossible. I mean, I would much rather never rely on a human. If you're
driving a nuclear reactor, if you're or an autonomous vehicle, it's much better to design
systems written in C++ that never ask human for help. Let's just get one fact in. Yeah.
All of this AI stuff is on top of C++. So that's one reason I have to keep a weather eye out on
what's going on in that field. But I will never become an expert in that area. But it's a good
example of how you separate different areas of applications. And you have to have different
tools, different principles. And then they interact. No major system today is written in one language.
And there are good reasons for that. When you look back at your life work, what is a moment?
What is an event creation that you're really proud of? They say, damn, I did pretty good there.
Is it as obvious as the creation of C++? It's obvious. I've spent a lot of time
with C++. And there's a combination of a few good ideas, a lot of hard work and a bit of luck.
And I've tried to get away from it a few times, but I get dragged in again, partly because I'm
most effective in this area, and partly because what I do has much more impact if I do it in the
context of C++. I have four and a half million people that pick it up tomorrow if I get something
right. If I did it in another field, I would have to start learning, then I have to build it,
and then we'll see if anybody wants to use it. One of the things that has kept me going for all
of these years is one, the good things that people do with it, and the interesting things they do
with it. And also, I get to see a lot of interesting stuff and talk to a lot of interesting people.
I mean, if it has just been statements on paper or on a screen, I don't think I could have kept
going. But I get to see the telescopes up on Monarch here, and I actually went and see how
Ford built cars, and I got to JPL and see how they do the Mars rovers. There's so much cool stuff
going on, and most of the cool stuff is done by pretty nice people, and sometimes in very nice places,
Cambridge, Sofia, and Tsipoulis, Silicon Valley. There's more to it than just code,
but code is central. On top of the code are the people in very nice places. Well, I think I speak
for millions of people. We are in saying thank you for creating this language that so many systems
are built on top of that make a better world. So thank you, and thank you for talking today.
Yeah, thanks, and we'll make it even better. Good.