Linked by Thom Holwerda on Sun 9th Sep 2007 18:08 UTC, submitted by koki
BeOS & Derivatives "The primary intention of my previous article was to make it very clear why and when locking is needed in multithreaded applications. In this article, I want to present my experiences in writing a new prototype for a replacement of the document model in WonderBrush and how it is manipulated and rendered asynchronously."
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Member since:

"Writing multithreaded applications in C++ is like pulling teeth"

That's a bit of a weird statement. Doesn't that totally depend on the available API?

Reply Parent Score: 4

tuttle Member since:

It does depend on the available API to a certain degree. Writing multithreaded applications using the BeOS api is certainly less painful then writing them using the Win32 API.

And using a transactional memory library writing low level/high performance multithreaded code can be almost bearable.

But for example implementing message passing is much more pleasant in a language that has support for pattern matching. And generally writing multithreaded code requires good support for immutable data structures.

A garbage collector is also immensely helpful for message passing. C++ has neither of those, so it is just a bad choice for multithreaded applications.

Reply Parent Score: 1

TQH ! Member since:

I don't understand what you are trying to say at all. It sounds like you are saying C++ sucks just because it doesn't have everything you need built into the language. Where did you get the opinion that most BeOS apps are laden with multithreading problems and very unstable. What would those problems be?

Reply Parent Score: 1