4

Is there any reason not to use c++0x and the libc++0x standard library for iOS development?

  • 1
    Probably not for any reason that wouldn't apply to using any other variant of c++ for iOS development; your SDK uses Objective-C, and c++ classes and Objective-C classes do not mix nicely in terms of syntax, conventions, and memory management paradigms. – aroth Feb 11 '12 at 06:35
  • 2
    @aroth Yeah, I use a thin Objective-C layer and do the rest in C++. –  Feb 11 '12 at 06:40
  • Sounds like a pain.. why not Objective-C? – Collin Feb 11 '12 at 06:48
  • @CollinHockey I am using OpenGL ES, not UIKit, so... –  Feb 11 '12 at 06:51
  • 2
    @CollinHockey: you can easier port game later to different platforms. C++ is more available that Obj-C. – Mārtiņš Možeiko Feb 11 '12 at 20:57
  • Does Apple now support C++11? – MFH Feb 13 '12 at 22:41
  • @MFH Yes, http://stackoverflow.com/q/4574246. Although it isn't working for me... –  Feb 14 '12 at 00:19
  • @Jay: Interestingly Apple uses the same technique more often than not: Core Animation is a thin Objective-C layer on top of C++, Core Audio uses a C interface on top of C++, WebKit puts a slightly thicker layer of objc on C++. – Nikolai Ruhe Feb 29 '12 at 09:27

2 Answers2

4

If you use C++ to be more portable to other platforms later, it might be smart to hold off for awhile. Some targets may not yet have a C++0x compiler, or the company policy may be to use an old but trusted compiler for game release builds.

Prof. Falken
  • 24,226
  • 19
  • 100
  • 173
2

@Amigable, most if not all current C++ compilers suppor C++0x to some extent. After all it is slowly become standardized.

gandolf
  • 3,384
  • 4
  • 21
  • 20