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constexpr permits expressions which can be evaluated at compile time to be ... evaluated at compile time.
Why is this keyword even necessary? Why not permit or require that compilers evaluate all expressions at compile time if possible?
The standard library has an uneven application of constexpr which causes a lot of inconvenience. Making constexpr the "default" would address that and likely improve a huge amount of existing code.
It already is permitted to evaluate side-effect-free computations at compile time, under the as-if rule.
What constexpr does is provide guarantees on what data-flow analysis a compliant compiler is required to do to detect1 compile-time-computable expressions, and also allow the programmer to express that intent so that they get a diagnostic if they accidentally do something that cannot be precomputed.
Making constexpr the default would eliminate that very useful diagnostic ability.
1 In general, requiring "evaluate all expressions at compile time if possible" is a non-starter, because detecting the "if possible" requires solving the Halting Problem, and computer scientists know that this is not possible in the general case. So instead a relaxation is used where the outputs are { "Computable at compile-time", "Not computable at compile-time or couldn't decide" }. And the ability of different compilers to decide would depend on how smart their test was, which would make this feature non-portable. constexpr defines the exact test to use. A smarter compiler can still pre-compute even more expressions than the Standard test dictates, but if they fail the test, they can't be marked constexpr.
Note: despite the below, I admit to liking the idea of making constexpr the default. But you asked why it wasn't already done, so to answer that I will simply elaborate on mattnewport's last comment:
Consider the situation today. You're trying to use some function from the standard library in a context that requires a constant expression. It's not marked as constexpr, so you get a compiler error. This seems dumb, since "clearly" the ONLY thing that needs to change for this to work is to add the word constexpr to the definition.
Now consider life in the alternate universe where we adopt your proposal. Your code now compiles, yay! Next year you decide you to add Windows support to whatever project you're working on. How hard can it be? You'll compile using Visual Studio for your Windows users and keep using gcc for everyone else, right?
But the first time you try to compile on Windows, you get a bunch of compiler errors: this function can't be used in a constant expression context. You look at the code of the function in question, and compare it to the version that ships with gcc. It turns out that they are slightly different, and that the version that ships with gcc meets the technical requirements for constexpr by sheer accident, and likewise the one that ships with Visual Studio does not meet those requirements, again by sheer accident. Now what?
No problem you say, I'll submit a bug report to Microsoft: this function should be fixed. They close your bug report: the standard never says this function must be usable in a constant expression, so we can implement however we want. So you submit a bug report to the gcc maintainers: why didn't you warn me I was using non-portable code? And they close it too: how were we supposed to know it's not portable? We can't keep track of how everyone else implements the standard library.
Now what? No one did anything really wrong. Not you, not the gcc folks, nor the Visual Studio folks. Yet you still end up with un-portable code and are not a happy camper at this point. All else being equal, a good language standard will try to make this situation as unlikely as possible.
And even though I used an example of different compilers, it could just as well happen when you try to upgrade to a newer version of the same compiler, or even try to compile with different settings. For example: the function contains an assert statement to ensure it's being called with valid arguments. If you compile with assertions disabled, the assertion "disappears" and the function meets the rules for constexpr; if you enable assertions, then it doesn't meet them. (This is less likely these days now that the rules for constexpr are very generous, but was a bigger issue under the C++11 rules. But in principle the point remains even today.)
Lastly we get to the admittedly minor issue of error messages. In today's world, if I try to do something like stick in a cout statement in constexpr function, I get a nice simple error right away. In your world, we would have the same situation that we have with templates, deep stack-traces all the way to the very bottom of the implementation of output streams. Not fatal, but surely annoying.
This is a year and a half late, but I still hope it helps.
As Ben Voigt points out, compilers are already allowed to evaluate anything at compile time under the as-if rule.
What constexpr also does is lay out clear rules for expressions that can be used in places where a compile time constant is required. That means I can write code like this and know it will be portable:
constexpr int square(int x) { return x * x; }
...
int a[square(4)] = {};
...
Without the keyword and clear rules in the standard I'm not sure how you could specify this portably and provide useful diagnostics on things the programmer intended to be constexpr but don't meet the requirements.
We have several C++ functions that will be implemented in phase 2 of our project that are part of the public interface or their respective classes and modules. Because they are part of the public interface, we think they should be present, at least in the headers, during phase 1 so that we are still thinking about them as we implement the rest of the classes. However, since they are unimplemented, we want no one to call them. We would like this check to occur at compile time, to ensure correctness.
My desires are:
Compile time (could be an error or warning; warnings are better because they are more flexible - we can selectively turn them off)
Works on G++4.8.1 and doesn't kill the build under Visual Studio 2013 (we use Visual Studio/VisualAssistX only as an editor but the refactoring tools don't work without building)
Not too hard to understand what was done and why
Functions are present in class documentation (we can include some \warning not implemented in phase 1 notation for doxygen to pick up)
I am considering three options:
A belt and suspenders approach of marking them as deprecated (which will generate a warning) and throwing a custom exception - this is almost what I want except the compiler warning that it is "deprecated" is opposite of the real situation: a deprecated method works now but won't work later; this method will work later but does not work now
Another answer tells how to forbid using a function while still having it exist - this is good but unreadable and hard to search for. Plus, it is a compile-time error - we can't just let some functions call it if we change our minds - it is all or nothing. And making every unimplemented function a template makes me wonder if the trick will always work. For example, virtual functions can't be templates.
Just putting them in as a comment - Keeps people from calling them, but they also don't show up in auto-generated documentation (and we can't decide later to have selective calling)
Is there a better way? And if not is there a reason to prefer the template or comment options over the deprecated option?
As alternative:
You can just declare them without definition, so you get link error.
You may then provide a library not_yet_implemented with empty definition to allow the premature usage of these functions.
or
Mark you method deleted: = delete, eventually by wrapping that in a macro
#define NOT_YET_IMPLEMENTED = delete
One of the problems of C++ are horrible error messages that we are getting from code which intensively uses templates and template metaprogramming. The concepts are designed to solve this problem, but unfortunately they will not be in the next standard.
I'm wondering, is this problem common for all languages, which are supporting generic programming? Or something is wrong with C++ templates?
Unfortunately I don't know any other language, that supports generic programming (Java and C# generics are too simplified and not as powerful as C++ templates).
So I'm asking you guys: are D,Ada,Eiffel templates (generics) producing such ugly error messages too? And Is it possible to have language with powerful generic programming paradigm, but without ugly error messages? And if yes, how these languages are solving this problem ?
Edit: for downvoters. I really love C++ and templates. I'm not saying that templates are bad. Actually I'm a big fan of generic programming and template metaprogramming. I'm just asking why I'm getting such ugly error messages from compilers.
In general I found Ada compiler error messages for generics really not significantly more difficult to read than any other Ada compiler error messages.
C++ template error messages, on the other hand, are notorious for being error novels. The main difference I think is the way C++ does template instantiation. The thing is, C++ templates are much more flexible than Ada generics. It is so flexible, it is almost like a macro preprocessor. The clever folks in Boost have used this to implement things like lambdas and even whole other languages.
Because of that flexibility, the entire template hierarchy basically has to be compiled anew every time its particular permutation of template parameters is first encountered. Thus issues that resolve down to incompatibilities several layers down a API end up being presented to the poor API client to decipher.
In Ada, Generics are actually strongly typed, and provide full information hiding to the client, just like normal packages and subroutines do. So if you do get an error message, it is typically just referencing the one generic you are trying to instatiate, not the entire hierarchy used to implement it.
So yes, C++ template error messages are way worse than Ada's.
Now debugging is a different story entirely...
The problem, at heart, is that error recovery is difficult, whatever the context.
And when you factor in C and C++ horrid grammars, you can only wonder that error messages are not worse than that! I am afraid that the C grammar has been designed by people who didn't have a clue about the essential properties of a grammar, one of them being that the less reliance on the context the better and the other being that you should strive to make it as unambiguous as possible.
Let us illustrate a common error: forgetting a semi-colon.
struct CType {
int a;
char b;
}
foo
bar() { /**/ }
Okay so this is wrong, where should the missing semi-colon go ? Well unfortunately it's ambiguous, it can go either before or after foo because:
C considers it normal to declare a variable in stride after defining a struct
C considers it normal not to specify a return type for a function (in which case it defaults to int)
If we reason about, we could see that:
if foo names a type, then it belongs to the function declaration
if not, it probably denotes a variable... unless of course we made a typo and it was meant to be written fool, which happens to be a type :/
As you can see, error recovery is downright difficult, because we need to infer what the writer meant, and the grammar is far from being receptive. It is not impossible though, and most errors can indeed be diagnosed more or less correctly, and even recovered from... it just takes considerable effort.
It seems that people working on gcc are more interested in producing fast code (and I mean fast, search for the latest benchmarks on gcc 4.6) and adding interesting features (gcc already implement most - if not all - of C++0x) than producing easy to read error messages. Can you blame them ? I can't.
Fortunately there are people who think that accurate error reporting and good error recovery are a very worthy goal, and some of those have been working on CLang for quite a bit, and they are continuing to do so.
Some nice features, off the top of my head:
Terse but complete error messages, which include the source ranges to expose exactly where the error emanated from
Fix-It notes when it's obvious what was meant
In which case the compiler parses the rest of the file as if the fix had been there already, instead of spewing lines upon lines of gibberish
(recent) avoid including the include stack for notes, to cut out on the cruft
(recent) trying only to expose the template parameter types that the developper actually wrote, and preserving typedefs (thus talking about std::vector<Name> instead of std::vector<std::basic_string<char, std::allocator<char>>, std::allocator<std::basic_string<char, std::allocator<char>> > which makes all the difference)
(recent) recovering correctly in case of a missing template in case it's missing in a call to a template method from within another template method
But each of those has required several hours to days of work.
They certainly didn't come for free.
Now, concepts should have (normally) made our lives easier. But they were mostly untested and so it was deemed preferable to remove them from the draft. I must say I am glad for this. Given C++ relative inertia, it's better not to include features that haven't been thoroughly revised, and the concept maps didn't really thrilled me. Neither did they thrilled Bjarne or Herb it seems, as they said that they would be rethinking Concepts from scratch for the next standard.
The article Generic Programming outlines many of the pros and cons of generics in several languages, including Ada in particular. Although lacking template specialization, all Ada generic instances are "equivalent to the instance declaration…immediately followed by the instance body". As a practical matter, error messages tend to occur at compile-time, and they typically represent familiar violations of type-safety.
D has two features to improve the quality of template error messages: Constraints and static assert.
// Use constraints to only allow a function to operate on random access
// ranges as defined in std.range. If something that doesn't satisfy this
// is passed, the compiler will error before even trying to instantiate
// fun().
void fun(R)(R range) if(isRandomAccessRange!(R)) {
// Do stuff.
}
// Use static assert to check a high level invariant. If
// the predicate is false, the error message will be
// printed and compilation will stop before a screen
// worth of more confusing errors are encountered.
// This function takes any number of ranges to merge sort
// and the same number of temporary buffers to merge into.
void mergeSort(R...)(R ranges) {
static assert(R.length % 2 == 0,
"Must have equal number of ranges to be sorted and temporary buffers.");
static assert(allSatisfy!(isRandomAccessRange, R),
"All arguments to mergeSort must be random access ranges.");
// Implementation
}
Eiffel has the best of all error messages because it is has the best of all template systems. It is fully integrated into the language and works well because it is the only language which is using covarianz in arguments.
Therefore it is much more then a simple compiler copy and paste. Unfortunately explaining the difference in a few lines is impossible. Just go and have a look at EiffelStudio.
There are some efforts to improve the error messages. Clang, for example, has put quite a lot of emphasis on generating more easily readable compiler error messages. I've only been using it for a short while, but my experience of it so far has been quite positive compared to GCC's equivalent errors.
In my last two projects I've seen the strange guideline, "All Methods/Functions should return error-code using some common ERROR_CODE type". In both projects ERROR_CODE is an int typedef.
Is there any good reason doing it in C++? Some MISRA requirement or something like that?
I can see only disadvantages:
If a function should return a value, it is done by argument reference. e.g.:
string s;
ERROR_CODE err = getString(s);
The importance of a function is not obvious. All looks the same. The list of errors conntains hundreds of errors from low level errors to some domain specific errors.
Have you experienced this programming style? Are there good arguments against it or for it?
I think it's a very bad style for several reasons.
Like you've said, it forces you to pass pointers/references to store the actual result of a function.
Like you've said, the unified error code is ugly because it's trying to unify all sorts of errors from all sorts of domains.
It creates an artificial dependency of all the program's modules on the error code system, making it awkward to reuse a single module or small subset of modules in other programs.
Further, since some of the error codes are domain-specific, it's actually introducing dependencies between unrelated object types/modules, since they're all dependent upon a component that's dependent upon the union of all of their possible error types.
My view is that any function/method which has more than a small manageable number of ways it can fail is either overly complex or poorly factored, probably both.
If you really want to return error codes, I would swap things around and pass the pointer to the error code as an argument to the function, and make the actual result the return value. Then I would choose one of these two approaches for implementing the error codes:
The simple way: throw away all abstraction of the error code and simply use int with a few universal error classes.
The heavy object oriented way: Provide a pointer to an internal "error object" where the base class is very abstract and can be shared between all components without introducing any dependency, and where each component defines its own component-specific error objects if needed.
A better approach if you're using C++ would probably be using exceptions...
I've seen it.
kernel programming is that way, except when only one error is possible.
It doesn't sound like a great idea, but neither all that bad of one.
It's not unusual for teams to agree on a common means of returning errors, since this helps in creating a common 'look and feel' to the project's code, just like any other team-wide coding convention. This could help new team members to understand the overall picture quicker, and make maintenance within the team of other peoples' code a little more intuitive.
It's surprising to me that a C++ project is unifying behind errors rather than exceptions, however. There's a discussion of the pros and cons of using exceptions vs error codes here.
I guess one argument in favour of error code handling is if you are using a C-style API that leads you into this approach (cough... Win32... cough).
This idiom is quite common, especially in the C world.
Even though I don't use it myself and I think it makes more harm than good (more on that in the other answers), I do find an advantage of it: a consistent way to report unexpected errors to the call site. Something like the errno variable, but easier to use.
For instance, consider a set of functions:
int a();
std::string b();
double c();
std::list<long> d();
Each of the above functions would indicate the failure in a different way: a() could return an -1, b() an empty string, c() a 0.0 and d() an empty list. That's inconsistent and not quite intuitive. Now imagine a function, whose range covers the entire possible range of the type it returns. That's even worse.
Some APIs also do:
int x(bool* ok);
But that also pollutes each function with an additional argument.
In C, there aren't many possibilities to do in a nice way, unfortunately, if you really need to design such an API that would indicate the different types of failure. In the C++ world, however, you can just use exceptions.
I've seen the argument that when linking to a C++ library compiled by another compiler than is used to compile your binaries, exceptions might not work. While this non-working may totally be true, in actuality, even the linking process need not work (although everyone may be sticking to the standards), so, theoretically, this argument is void. In practice however, it may be (I don't have experience here, sorry), that name mangling conflicts rarely arise, alignment conflicts rarely arise, and, well, all other implementation specific stuff is widely agreed upon, except for exceptions.
Second argument I've seen is run-time performance. While stack unwinding in case of an exception is expensive, I've not yet seen a fair benchmark that compared exceptions to a realistic amount of return code checking.
In my typical C++ I use a mix. I use the slower exceptions for stuff that I really don't expect to happen frequently or code paths that are measured to be rarely executed, but return codes for stuff that is more likely to break and probably called frequently.
Throwing exceptions in a tight loop because some funny condition holds true in every iteration is not cheap (assuming the loop body handles it).
After a few years coding in C++, I was recently offered a job coding in C, in the embedded field.
Putting aside the question of whether it's right or wrong to dismiss C++ in the embedded field, there are some features/idioms in C++ I would miss a lot. Just to name a few:
Generic, type-safe data structures (using templates).
RAII. Especially in functions with multiple return points, e.g. not having to remember to release the mutex on each return point.
Destructors in general. I.e. you write a d'tor once for MyClass, then if a MyClass instance is a member of MyOtherClass, MyOtherClass doesn't have to explicitly deinitialize the MyClass instance - its d'tor is called automatically.
Namespaces.
What are your experiences moving from C++ to C?
What C substitutes did you find for your favorite C++ features/idioms? Did you discover any C features you wish C++ had?
Working on an embedded project, I tried working in all C once, and just couldn't stand it. It was just so verbose that it made it hard to read anything. Also, I liked the optimized-for-embedded containers I had written, which had to turn into much less safe and harder to fix #define blocks.
Code that in C++ looked like:
if(uart[0]->Send(pktQueue.Top(), sizeof(Packet)))
pktQueue.Dequeue(1);
turns into:
if(UART_uchar_SendBlock(uart[0], Queue_Packet_Top(pktQueue), sizeof(Packet)))
Queue_Packet_Dequeue(pktQueue, 1);
which many people will probably say is fine but gets ridiculous if you have to do more than a couple "method" calls in a line. Two lines of C++ would turn into five of C (due to 80-char line length limits). Both would generate the same code, so it's not like the target processor cared!
One time (back in 1995), I tried writing a lot of C for a multiprocessor data-processing program. The kind where each processor has its own memory and program. The vendor-supplied compiler was a C compiler (some kind of HighC derivative), their libraries were closed source so I couldn't use GCC to build, and their APIs were designed with the mindset that your programs would primarily be the initialize/process/terminate variety, so inter-processor communication was rudimentary at best.
I got about a month in before I gave up, found a copy of cfront, and hacked it into the makefiles so I could use C++. Cfront didn't even support templates, but the C++ code was much, much clearer.
Generic, type-safe data structures (using templates).
The closest thing C has to templates is to declare a header file with a lot of code that looks like:
TYPE * Queue_##TYPE##_Top(Queue_##TYPE##* const this)
{ /* ... */ }
then pull it in with something like:
#define TYPE Packet
#include "Queue.h"
#undef TYPE
Note that this won't work for compound types (e.g. no queues of unsigned char) unless you make a typedef first.
Oh, and remember, if this code isn't actually used anywhere, then you don't even know if it's syntactically correct.
EDIT: One more thing: you'll need to manually manage instantiation of code. If your "template" code isn't all inline functions, then you'll have to put in some control to make sure that things get instantiated only once so your linker doesn't spit out a pile of "multiple instances of Foo" errors.
To do this, you'll have to put the non-inlined stuff in an "implementation" section in your header file:
#ifdef implementation_##TYPE
/* Non-inlines, "static members", global definitions, etc. go here. */
#endif
And then, in one place in all your code per template variant, you have to:
#define TYPE Packet
#define implementation_Packet
#include "Queue.h"
#undef TYPE
Also, this implementation section needs to be outside the standard #ifndef/#define/#endif litany, because you may include the template header file in another header file, but need to instantiate afterward in a .c file.
Yep, it gets ugly fast. Which is why most C programmers don't even try.
RAII.
Especially in functions with multiple return points, e.g. not having to remember to release the mutex on each return point.
Well, forget your pretty code and get used to all your return points (except the end of the function) being gotos:
TYPE * Queue_##TYPE##_Top(Queue_##TYPE##* const this)
{
TYPE * result;
Mutex_Lock(this->lock);
if(this->head == this->tail)
{
result = 0;
goto Queue_##TYPE##_Top_exit:;
}
/* Figure out `result` for real, then fall through to... */
Queue_##TYPE##_Top_exit:
Mutex_Lock(this->lock);
return result;
}
Destructors in general.
I.e. you write a d'tor once for MyClass, then if a MyClass instance is a member of MyOtherClass, MyOtherClass doesn't have to explicitly deinitialize the MyClass instance - its d'tor is called automatically.
Object construction has to be explicitly handled the same way.
Namespaces.
That's actually a simple one to fix: just tack a prefix onto every symbol. This is the primary cause of the source bloat that I talked about earlier (since classes are implicit namespaces). The C folks have been living this, well, forever, and probably won't see what the big deal is.
YMMV
I moved from C++ to C for a different reason (some sort of allergic reaction ;) and there are only a few thing that I miss and some things that I gained. If you stick to C99, if you may, there are constructs that let you program quite nicely and safely, in particular
designated initializers (eventually
combined with macros) make
initialization of simple classes as
painless as constructors
compound literals for temporary variables
for-scope variable may help you to do scope bound resource management, in particular to ensure to unlock of mutexes or free of arrays, even under preliminary function returns
__VA_ARGS__ macros can be used to have default arguments to functions and to do code unrolling
inline functions and macros that combine well to replace (sort of) overloaded functions
The difference between C and C++ is the predictability of the code's behavior.
It is a easier to predict with great accuracy what your code will do in C, in C++ it might become a bit more difficult to come up with an exact prediction.
The predictability in C gives you better control of what your code is doing, but that also means you have to do more stuff.
In C++ you can write less code to get the same thing done, but (at leas for me) I have trouble occasionally knowing how the object code is laid out in memory and it's expected behavior.
Nothing like the STL exists for C.
There are libs available which provide similar functionality, but it isn't builtin anymore.
Think that would be one of my biggest problems... Knowing with which tool I could solve the problem, but not having the tools available in the language I have to use.
In my line of work - which is embedded, by the way - I am constantly switching back & forth between C and C++.
When I'm in C, I miss from C++:
templates (including but not limited to STL containers). I use them for things like special counters, buffer pools, etc. (built up my own library of class templates & function templates that I use in different embedded projects)
very powerful standard library
destructors, which of course make RAII possible (mutexes, interrupt disable, tracing, etc.)
access specifiers, to better enforce who can use (not see) what
I use inheritance on larger projects, and C++'s built-in support for it is much cleaner & nicer than the C "hack" of embedding the base class as the first member (not to mention automatic invocation of constructors, init. lists, etc.) but the items listed above are the ones I miss the most.
Also, probably only about a third of the embedded C++ projects I work on use exceptions, so I've become accustomed to living without them, so I don't miss them too much when I move back to C.
On the flip side, when I move back to a C project with a significant number of developers, there are whole classes of C++ problems that I'm used to explaining to people which go away. Mostly problems due to the complexity of C++, and people who think they know what's going on, but they're really at the "C with classes" part of the C++ confidence curve.
Given the choice, I'd prefer using C++ on a project, but only if the team is pretty solid on the language. Also of course assuming it's not an 8K ÎĽC project where I'm effectively writing "C" anyway.
Couple of observations
Unless you plan to use your c++ compiler to build your C (which is possible if you stick to a well define subset of C++) you will soon discover things that your compiler allows in C that would be a compile error in C++.
No more cryptic template errors (yay!)
No (language supported) object oriented programming
Pretty much the same reasons I have for using C++ or a mix of C/C++ rather than pure C. I can live without namespaces but I use them all the time if the code standard allows it. The reasons is that you can write much more compact code in C++. This is very usefull for me, I write servers in C++ which tend to crash now and then. At that point it helps a lot if the code you are looking at is short and consist. For example consider the following code:
uint32_t
ScoreList::FindHighScore(
uint32_t p_PlayerId)
{
MutexLock lock(m_Lock);
uint32_t highScore = 0;
for(int i = 0; i < m_Players.Size(); i++)
{
Player& player = m_Players[i];
if(player.m_Score > highScore)
highScore = player.m_Score;
}
return highScore;
}
In C that looks like:
uint32_t
ScoreList_getHighScore(
ScoreList* p_ScoreList)
{
uint32_t highScore = 0;
Mutex_Lock(p_ScoreList->m_Lock);
for(int i = 0; i < Array_GetSize(p_ScoreList->m_Players); i++)
{
Player* player = p_ScoreList->m_Players[i];
if(player->m_Score > highScore)
highScore = player->m_Score;
}
Mutex_UnLock(p_ScoreList->m_Lock);
return highScore;
}
Not a world of difference. One more line of code, but that tends to add up. Nomally you try your best to keep it clean and lean but sometimes you have to do something more complex. And in those situations you value your line count. One more line is one more thing to look at when you try to figure out why your broadcast network suddenly stops delivering messages.
Anyway I find that C++ allows me to do more complex things in a safe fashion.
yes! i have experienced both of these languages and what i found is C++ is more friendly language. It facilitates with more features. It is better to say that C++ is superset of C language as it provide additional features like polymorphism, interitance, operator and function overloading, user defined data types which is not really supported in C. The thousand lines of code is reduce to few lines with the help of object oriented programming that's the main reason of moving from C to C++.
I think the main problem why c++ is harder to be accepted in embedded environment is because of the lack of engineers that understand how to use c++ properly.
Yes, the same reasoning can be applied to C as well, but luckily there aren't that many pitfalls in C that can shoot yourself in the foot. C++ on the other hand, you need to know when not to use certain features in c++.
All in all, I like c++. I use that on the O/S services layer, driver, management code, etc.
But if your team doesn't have enough experience with it, it's gonna be a tough challenge.
I had experience with both. When the rest of the team wasn't ready for it, it was a total disaster. On the other hand, it was good experience.
Certainly, the desire to escape complex/messy syntax is understandable. Sometimes C can appear to be the solution. However, C++ is where the industry support is, including tooling and libraries, so that is hard to work around.
C++ has so many features today including lambdas.
A good approach is to leverage C++ itself to make your code simpler. Objects are good for isolating things under the hood so that at a higher level, the code is simpler. The core guidelines recommend concrete (simple) objects, so that approach can help.
The level of complexity is under the engineer's control. If multiple inheritance (MI) is useful in a scenario and one prefers that option, then one may use MI.
Alternatively, one can define interfaces, inherit from the interface(s), and contain implementing objects (composition/aggregation) and expose the objects through the interface using inline wrappers. The inline wrappers compile down to nothing, i.e., compile down to simple use of the internal (contained) object, yet the container object appears to have that functionality as if multiple inheritance was used.
C++ also has namespaces, so one should leverage namespaces even if coding in a C-like style.
One can use the language itself to create simpler patterns and the STL is full of examples: array, vector, map, queue, string, unique_ptr,... And one can control (to a reasonable extent) how complex their code is.
So, going back to C is not the way, nor is it necessary. One may use C++ in a C-like way, or use C++ multiple inheritance, or use any option in-between.