
I'd be curious to know more about what your talking about. Do you have a link or something that could illustrate a C++ graphics library that uses boost style functors and other modern C++ techniques. I was the review manager of boost::gil so i'm familiar with the best C++ effort yet. However, Gil is designed to be a wrapper around other libraries graphics libraries, which all to my knowlege have C style interfaces. However, GIL is just that a wrapper and a very good one at that. I use it regulary and have given large presentations about it. On Tue, Mar 23, 2010 at 5:08 PM, Stefan Seefeld <seefeld@sympatico.ca>wrote:
On 03/23/2010 07:54 PM, David Bergman wrote:
I never understood this idea that some libraries were not possible to build in C++. And, specifically, what graphics hardware acceleration has to do with C++(-specific) constructs. Are there intrinsic inefficiencies of C++ constructs (beside one indirection by virtual functions where they are used)? Is it something else? Yes, most low-level API's require a pointer to a memory area in the end, but does that force us to constantly send that raw pointer around?
You are quite right. I'm working myself on a library that uses CUDA for GPU-accelerated computation, and we make *heavy* use of C++.
Can we please put that old myth to rest that high-performance code needs to be done in C ?
Thank you.
Stefan --
...ich hab' noch einen Koffer in Berlin...
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