Kang Su Gatlin - The power of C++ in the managed code world
- Posted: Jul 16, 2004 at 10:22 AM
- 31,559 Views
- 11 Comments
Loading User Information from Channel 9
Something went wrong getting user information from Channel 9
Loading User Information from MSDN
Something went wrong getting user information from MSDN
Loading Visual Studio Achievements
Something went wrong getting the Visual Studio Achievements
Right click “Save as…”
Comments have been closed since this content was published more than 30 days ago, but if you'd like to continue the conversation,
please create a new thread in our Forums,
or
Contact Us and let us know.
Follow the Discussion
Oops, something didn't work.
What does this mean?
Following an item on Channel 9 allows you to watch for new content and comments that you are interested in. You need to be signed in to Channel 9 to use this feature.What does this mean?
Following an item on Channel 9 allows you to watch for new content and comments that you are interested in and view them all on your notifications page.sign up for email notifications?
--
William, mvp
Another advantage of MC++/CLR that Kang mention in another video is optimization that C++ team made on CLR compiled code. Thus, it should not be surprising to see MC++ outperform equivalent C# code (or VB.NET for that manner).
I love C# also, but C++ has made performance one of our key goals.
Kang Su Gatlin
Visual C++ Program Manager
However, this ability to switch memory management on and off on a member-by-member basis gives me pause. But in the mean time I press play and get C# under my belt.
I am a C++ guy trying to get my head around the .Net world. I have not been able to find much information on how to get up to speed on managed C++. Any suggestions. Recommendations on online resources, books, or magazine articles would be helpful. Thanks!
There are several places where you can learn about managed C++. Probably the best place to start is at: http://msdn.microsoft.com/visualc
If you look in "Other Resources" there is the C++/CLI new language specification. If you look under multimedia there is a webcast series on "The New C++".
Also some of the blogs on the page, such as Stan's are simply great.
Both of these resources focus on the new C++ that we'll be showing in VS2005 (and available in VS2005 Beta1!!). I highly recommend using this new syntax if you don't have a product that you need to ship this year. The new language looks better, is cleaner, and is more powerful.
I would also recommend this webpage:
http://codeguru.com/Cpp/Cpp/cpp_managed/
I'm a big fan of Kate Gregory's articles here. I've never read her book on C++, but I'm sure it is also quite good. Richard Grimes's book on Managed C++ is also good. Now what Kate and Richard write about is the old managed extensions. The syntax there is simply ugly. But they're great resources to learn about things such as Interop, which is one of the many areas where C++ excels.
If you have any more questions feel free to ask.
Kang Su Gatlin
Visual C++ Program Manager
Okay, so I have done quite a bit of game development and one of the things that we see in the game development industry is that everyone is using c++ and a mix of assembler over any other language / implementation. The reason for this has been (and more than likely will always remain) that the speed and efficiency of c++ is undoubtedly unbeaten in any other implementation.
So having brought this into the picture, can you see any benefits for a game developer to use the CLR switch? Quite frankly I think that managed code is definitely a developer oriented advantage - it allows us to speed up the development process, but not necessarily the speed and execution of our code. I am not really sure I can see any advantages in this scenario of mixing managed code with a native implementation other than speeding up developer time.
I always feel as though any developer who needs pure speed and power is going to go for a native approach, do you see this as being a fading trend as we approach longhorn? Or is this going to remain true for this type of industry where speed is everything?
(Note: this post is completely ignoring managed directX, and the benefits it may or may not have for game developers -- I have not got any experience with it or seen any benefits or speed benchmarks)
Regards,
Matthew Cosier
Microsoft Australia
But I'm not a game developer, so this is just the opinion of a compiler guy.
Thanks,
Kang Su Gatlin
Visual C++ Program Manager
Remove this comment
Remove this thread
close