Which standard c++ classes cannot be reimplemented in c++? - c++

I was looking through the plans for C++0x and came upon std::initializer_list for implementing initializer lists in user classes. This class could not be implemented in C++
without using itself, or else using some "compiler magic". If it could, it wouldn't be needed since whatever technique you used to implement initializer_list could be used to implement initializer lists in your own class.
What other classes require some form of "compiler magic" to work? Which classes are in the Standard Library that could not be implemented by a third-party library?
Edit: Maybe instead of implemented, I should say instantiated. It's more the fact that this class is so directly linked with a language feature (you can't use initializer lists without initializer_list).
A comparison with C# might clear up what I'm wondering about: IEnumerable and IDisposable are actually hard-coded into language features. I had always assumed C++ was free of this, since Stroustrup tried to make everything implementable in libraries. So, are there any other classes / types that are inextricably bound to a language feature.

std::type_info is a simple class, although populating it requires typeinfo: a compiler construct.
Likewise, exceptions are normal objects, but throwing exceptions requires compiler magic (where are the exceptions allocated?).
The question, to me, is "how close can we get to std::initializer_lists without compiler magic?"
Looking at wikipedia, std::initializer_list<typename T> can be initialized by something that looks a lot like an array literal. Let's try giving our std::initializer_list<typename T> a conversion constructor that takes an array (i.e., a constructor that takes a single argument of T[]):
namespace std {
template<typename T> class initializer_list {
T internal_array[];
public:
initializer_list(T other_array[]) : internal_array(other_array) { };
// ... other methods needed to actually access internal_array
}
}
Likewise, a class that uses a std::initializer_list does so by declaring a constructor that takes a single std::initializer_list argument -- a.k.a. a conversion constructor:
struct my_class {
...
my_class(std::initializer_list<int>) ...
}
So the line:
my_class m = {1, 2, 3};
Causes the compiler to think: "I need to call a constructor for my_class; my_class has a constructor that takes a std::initializer_list<int>; I have an int[] literal; I can convert an int[] to a std::initializer_list<int>; and I can pass that to the my_class constructor" (please read to the end of the answer before telling me that C++ doesn't allow two implicit user-defined conversions to be chained).
So how close is this? First, I'm missing a few features/restrictions of initializer lists. One thing I don't enforce is that initializer lists can only be constructed with array literals, while my initializer_list would also accept an already-created array:
int arry[] = {1, 2, 3};
my_class = arry;
Additionally, I didn't bother messing with rvalue references.
Finally, this class only works as the new standard says it should if the compiler implicitly chains two user-defined conversions together. This is specifically prohibited under normal cases, so the example still needs compiler magic. But I would argue that (1) the class itself is a normal class, and (2) the magic involved (enforcing the "array literal" initialization syntax and allowing two user-defined conversions to be implicitly chained) is less than it seems at first glance.

The only other one I could think of was the type_info class returned by typeid. As far as I can tell, VC++ implements this by instantiating all the needed type_info classes statically at compile time, and then simply casting a pointer at runtime based on values in the vtable. These are things that could be done using C code, but not in a standard-conforming or portable way.

All classes in the standard library, by definition, must be implemented in C++. Some of them hide some obscure language/compiler constructs, but still are just wrappers around that complexity, not language features.

Anything that the runtime "hooks into" at defined points is likely not to be implementable as a portable library in the hypothetical language "C++, excluding that thing".
So for instance I think atexit() in <cstdlib> can't be implemented purely as a library, since there is no other way in C++ to ensure it is called at the right time in the termination sequence, that is before any global destructor.
Of course, you could argue that C features "don't count" for this question. In which case std::unexpected may be a better example, for exactly the same reason. If it didn't exist, there would be no way to implement it without tinkering with the exception code emitted by the compiler.
[Edit: I just noticed the questioner actually asked what classes can't be implemented, not what parts of the standard library can't be implemented. So actually these examples don't strictly answer the question.]

C++ allows compilers to define otherwise undefined behavior. This makes it possible to implement the Standard Library in non-standard C++. For instance, "onebyone" wonders about atexit(). The library writers can assume things about the compiler that makes their non-portable C++ work OK for their compiler.

MSalter points out printf/cout/stdout in a comment. You could implement any one of them in terms of the one of the others (I think), but you can't implement the whole set of them together without OS calls or compiler magic, because:
These are all the ways of accessing the process's standard output stream. You have to stuff the bytes somewhere, and that's implementation-specific in the absence of these things. Unless I've forgotten another way of accessing it, but the point is you can't implement standard output other than through implementation-specific "magic".
They have "magic" behaviour in the runtime, which I think could not be perfectly imitated by a pure library. For example, you couldn't just use static initialization to construct cout, because the order of static initialization between compilation units is not defined, so there would be no guarantee that it would exist in time to be used by other static initializers. stdout is perhaps easier, since it's just fd 1, so any apparatus supporting it can be created by the calls it's passed into when they see it.

I think you're pretty safe on this score. C++ mostly serves as a thick layer of abstraction around C. Since C++ is also a superset of C itself, the core language primitives are almost always implemented sans-classes (in a C-style). In other words, you're not going to find many situations like Java's Object which is a class which has special meaning hard-coded into the compiler.

Again from C++0x, I think that threads would not be implementable as a portable library in the hypothetical language "C++0x, with all the standard libraries except threads".
[Edit: just to clarify, there seems to be some disagreement as to what it would mean to "implement threads". What I understand it to mean in the context of this question is:
1) Implement the C++0x threading specification (whatever that turns out to be). Note C++0x, which is what I and the questioner are both talking about. Not any other threading specification, such as POSIX.
2) without "compiler magic". This means not adding anything to the compiler to help your implementation work, and not relying on any non-standard implementation details (such as a particular stack layout, or a means of switching stacks, or non-portable system calls to set a timed interrupt) to produce a thread library that works only on a particular C++ implementation. In other words: pure, portable C++. You can use signals and setjmp/longjmp, since they are portable, but my impression is that's not enough.
3) Assume a C++0x compiler, except that it's missing all parts of the C++0x threading specification. If all it's missing is some data structure (that stores an exit value and a synchronisation primitive used by join() or equivalent), but the compiler magic to implement threads is present, then obviously that data structure could be added as a third-party portable component. But that's kind of a dull answer, when the question was about which C++0x standard library classes require compiler magic to support them. IMO.]

Related

Why can't I specify the calling convention for a constructor(C++)?

In Visual Studio 2013 a new calling convention _vectorcall exists. It is intended for usage with SSE data types that can be passed in SSE registers.
You can specify the calling convention of a member functions like so.
struct Vector{//a 16 byte aligned type
_m128i _vectorcall operator *(Vector a);
};
This works, it compiles, and the type can be passed by value despite having 16 alignment requirements.
On the other hand if I try to attach it to any constructors (which seems perfectly logical), it fails.
struct Vector
_vectorcall Vector(SomeOtherTypeWith16Alignment a);
};
The compiler spits out the warning message (I have warnings as errors):
warning C4166: illegal calling convention for constructor/destructor.
Forcing me to change the code to this:
struct Vector{
Vector(SomeOtherTypeWith16Alignment a); //fails to compile
};
Which also fails to compile because now SomeOtherTypeWith16Alignment can't be passed by value since _vectorcall isn't enabled on the constructor.
So I am forced to change it to this.
struct Vector{
Vector(const SomeOtherTypeWith16Alignment& a);
};
Which compiles. But it is no longer using _vectorcall and likely won't pass the data in SSE registers as I'd prefer...
So basically, why the hell can't I specify the calling convention used by constructors?
This may be Visual C++ specific (_vectorcall certainly is). I have not tried this on other compilers--
This is not so much an answer, but more of a collection of observations about this situation. This is indeed an intriguing question because there really seems to be something (I don't know what) that makes constructors (and destructors) fundamentally incompatible with calling conventions.
First of all, don't look for an answer in the C++ standard, because the standard does not care about calling conventions, in fact, the only mention of it in the standard is as an example of something that is out of the scope of that document (i.e., "implementation-defined"). So, the standard does not "forbid" the possibility of specifying or using different calling conventions for the constructors (or destructor).
From a little research and testing, it appears that the situation is as follows for the different main compilers (as best I could gather):
MSVC allows you to specify a calling convention, but ignores it (with a warning) for anything other than "stdcall", which it considers as meaning "thiscall" (stdcall-style thiscall), which is already the default anyways. Changing the default calling convention via a command-line option (/Gz for instance) does not affect non-static member functions such as constructors. In other words, there is no way to change the calling convention on constructors, whatever you try to specify, it will be ignored.
Both ICC and GCC ignore (with a warning) any attempt to specify a calling convention on the constructor.
Clang ignores (with a warning) any attempt to specify a calling convention on the constructor, unless it is "cdecl", which also the default (cdecl-style thiscall).
In other words, all compilers seem to be very stubborn about no allowing any other kind of calling convention on the constructors besides the default one. And the core question is: Why?
Here are a few thoughts on that (speculations).
First off, traditionally, calling conventions have been more about binary compatibility than about performance optimization, i.e., you specify calling conventions when linking with and calling functions from different languages or compilers (e.g., traditionally between C, C++, Pascal and Fortran). And so, this could explain why certain C++ features are excluded from that. For instance, if you are creating an interface for a C++ library (maybe calling it from a different language), then you either have to fall-back on a C API, meaning no classes, no constructors and no member functions, or you have to expose a C++ API on a platform with a standard ABI (e.g, Itanium) which fixes the calling convention. That makes specifying a calling convention for constructors completely useless from a binary compatibility point of view. That may explain why this has been "ignored" (not implemented by the compilers) as a low priority feature.
Another issue that might be involved here, for the constructors specifically, is that if you look for example at the Itanium ABI specification you can see that constructor calls are quite special. In particular, virtual inheritance requires a temporary virtual table pointer to be passed along. This may explain why it is quite a bit more difficult for compiler implementers to provide a variant of each possible calling convention for constructors. In other words, it's not as simple as just adding a "this" pointer as the first "hidden" argument and then applying a standard C calling convention (as it does with normal non-static member functions). I don't think that it would be impossible to implement those alternative calling conventions for constructors, but it would be extra trouble that compiler-vendors simply have not got around to implementing (yet). Also, given the calls to base class constructors, it may also create problems with diagnostics (verifying that base-class constructor calling conventions are compatible with the derived-class calling convention). So, this might simply be a case of "too much trouble; didn't do it". And the fact that the standard allows it, but none of the compilers do it is a strong indicator that this may be the case.
Beyond that, I cannot offer any definitive answer as to why this would be somehow impossible to achieve. The only way you could get a definitive answer is if you find a person who is directly involved in implementing one of those compilers and who has looked into trying to support different calling conventions on constructors. And note that it's possible that such a person doesn't even exist (your best bet might be to check with the LLVM/Clang developer community to see if anyone has looked into this problem).

How is is_standard_layout useful?

From what I understand, standard layout allows three things:
Empty base class optimization
Backwards compatibility with C with certain pointer casts
Use of offsetof
Now, included in the library is the is_standard_layout predicate metafunction, but I can't see much use for it in generic code as those C features I listed above seem extremely rare to need checking in generic code. The only thing I can think of is using it inside static_assert, but that is only to make code more robust and isn't required.
How is is_standard_layout useful? Are there any things which would be impossible without it, thus requiring it in the standard library?
General response
It is a way of validating assumptions. You wouldn't want to write code that assumes standard layout if that wasn't the case.
C++11 provides a bunch of utilities like this. They are particularly valuable for writing generic code (templates) where you would otherwise have to trust the client code to not make any mistakes.
Notes specific to is_standard_layout
It looks to me like the (pseudo code) definition of is_pod would roughly be...
// note: applied recursively to all members
bool is_pod(T) { return is_standard_layout(T) && is_trivial(T); }
So, you need to know is_standard_layout in order to implement is_pod. Given that, we might as well expose is_standard_layout as a tool available to library developers. Also of note: if you have a use-case for is_pod, you might want to consider the possibility that is_standard_layout might actually be a better (more accurate) choice in that case, since POD is essentially a subset of standard layout.
I get the feeling that they added every conceivable variant of type evaluation, regardless of any obvious value, just in case someone might encounter a need sometime before the next standard comes out. I doubt if piling on these "extra" type properties adds a significant additional burden to compiler developers.
There is a nice discussion of standard layout here: Why is C++11's POD "standard layout" definition the way it is?
There is also a lot of good detail at cppreference.com: Non-static data members

Will C++ compiler generate code for each template type?

I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for pre-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
If this makes any difference, we are talking about embedded applications.
I have found a similar question, but it did not completely answer my question: Do C++ template classes duplicate code for each pointer type used?
Thanks a lot!
I have two questions about templates in C++. Let's imagine I have written a simple List and now I want to use it in my program to store pointers to different object types (A*, B* ... ALot*). My colleague says that for each type there will be generated a dedicated piece of code, even though all pointers in fact have the same size.
Yes, this is equivalent to having both functions written.
Some linkers will detect the identical functions, and eliminate them. Some libraries are aware that their linker doesn't have this feature, and factor out common code into a single implementation, leaving only a casting wrapper around the common code. Ie, a std::vector<T*> specialization may forward all work to a std::vector<void*> then do casting on the way out.
Now, comdat folding is delicate: it is relatively easy to make functions you think are identical, but end up not being the same, so two functions are generated. As a toy example, you could go off and print the typename via typeid(x).name(). Now each version of the function is distinct, and they cannot be eliminated.
In some cases, you might do something like this thinking that it is a run time property that differs, and hence identical code will be created, and the identical functions eliminated -- but a smart C++ compiler might figure out what you did, use the as-if rule and turn it into a compile-time check, and block not-really-identical functions from being treated as identical.
If this is true, can somebody explain me why? For example in Java generics have the same purpose as templates for pointers in C++. Generics are only used for per-compile type checking and are stripped down before compilation. And of course the same byte code is used for everything.
No, they aren't. Generics are roughly equivalent to the C++ technique of type erasure, such as what std::function<void()> does to store any callable object. In C++, type erasure is often done via templates, but not all uses of templates are type erasure!
The things that C++ does with templates that are not in essence type erasure are generally impossible to do with Java generics.
In C++, you can create a type erased container of pointers using templates, but std::vector doesn't do that -- it creates an actual container of pointers. The advantage to this is that all type checking on the std::vector is done at compile time, so there doesn't have to be any run time checks: a safe type-erased std::vector may require run time type checking and the associated overhead involved.
Second question is, will dedicated code be also generated for char and short (considering that they both have the same size and there are no specialization).
They are distinct types. I can write code that will behave differently with a char or short value. As an example:
std::cout << x << "\n";
with x being a short, this print an integer whose value is x -- with x being a char, this prints the character corresponding to x.
Now, almost all template code exists in header files, and is implicitly inline. While inline doesn't mean what most folk think it means, it does mean that the compiler can hoist the code into the calling context easily.
If this makes any difference, we are talking about embedded applications.
What really makes a difference is what your particular compiler and linker is, and what settings and flags they have active.
The answer is maybe. In general, each instantiation of a
template is a unique type, with a unique implementation, and
will result in a totally independent instance of the code.
Merging the instances is possible, but would be considered
"optimization" (under the "as if" rule), and this optimization
isn't wide spread.
With regards to comparisons with Java, there are several points
to keep in mind:
C++ uses value semantics by default. An std::vector, for
example, will actually insert copies. And whether you're
copying a short or a double does make a difference in the
generated code. In Java, short and double will be boxed,
and the generated code will clone a boxed instance in some way;
cloning doesn't require different code, since it calls a virtual
function of Object, but physically copying does.
C++ is far more powerful than Java. In particular, it allows
comparing things like the address of functions, and it requires
that the functions in different instantiations of templates have
different addresses. Usually, this is not an important point,
and I can easily imagine a compiler with an option which tells
it to ignore this point, and to merge instances which are
identical at the binary level. (I think VC++ has something like
this.)
Another issue is that the implementation of a template in C++
must be present in the header file. In Java, of course,
everything must be present, always, so this issue affects all
classes, not just template. This is, of course, one of the
reasons why Java is not appropriate for large applications. But
it means that you don't want any complicated functionality in a
template; doing so loses one of the major advantages of C++,
compared to Java (and many other languages). In fact, it's not
rare, when implementing complicated functionality in templates,
to have the template inherit from a non-template class which
does most of the implementation in terms of void*. While
implementing large blocks of code in terms of void* is never
fun, it does have the advantage of offering the best of both
worlds to the client: the implementation is hidden in compiled
files, invisible in any way, shape or manner to the client.

Why isn't std::initializer_list a language built-in?

Why isn't std::initializer_list a core-language built-in?
It seems to me that it's quite an important feature of C++11 and yet it doesn't have its own reserved keyword (or something alike).
Instead, initializer_list it's just a template class from the standard library that has a special, implicit mapping from the new braced-init-list {...} syntax that's handled by the compiler.
At first thought, this solution is quite hacky.
Is this the way new additions to the C++ language will be now implemented: by implicit roles of some template classes and not by the core language?
Please consider these examples:
widget<int> w = {1,2,3}; //this is how we want to use a class
why was a new class chosen:
widget( std::initializer_list<T> init )
instead of using something similar to any of these ideas:
widget( T[] init, int length ) // (1)
widget( T... init ) // (2)
widget( std::vector<T> init ) // (3)
a classic array, you could probably add const here and there
three dots already exist in the language (var-args, now variadic templates), why not re-use the syntax (and make it feel built-in)
just an existing container, could add const and &
All of them are already a part of the language. I only wrote my 3 first ideas, I am sure that there are many other approaches.
There were already examples of "core" language features that returned types defined in the std namespace. typeid returns std::type_info and (stretching a point perhaps) sizeof returns std::size_t.
In the former case, you already need to include a standard header in order to use this so-called "core language" feature.
Now, for initializer lists it happens that no keyword is needed to generate the object, the syntax is context-sensitive curly braces. Aside from that it's the same as type_info. Personally I don't think the absence of a keyword makes it "more hacky". Slightly more surprising, perhaps, but remember that the objective was to allow the same braced-initializer syntax that was already allowed for aggregates.
So yes, you can probably expect more of this design principle in future:
if more occasions arise where it is possible to introduce new features without new keywords then the committee will take them.
if new features require complex types, then those types will be placed in std rather than as builtins.
Hence:
if a new feature requires a complex type and can be introduced without new keywords then you'll get what you have here, which is "core language" syntax with no new keywords and that uses library types from std.
What it comes down to, I think, is that there is no absolute division in C++ between the "core language" and the standard libraries. They're different chapters in the standard but each references the other, and it has always been so.
There is another approach in C++11, which is that lambdas introduce objects that have anonymous types generated by the compiler. Because they have no names they aren't in a namespace at all, certainly not in std. That's not a suitable approach for initializer lists, though, because you use the type name when you write the constructor that accepts one.
The C++ Standard Committee seems to prefer not to add new keywords, probably because that increases the risk of breaking existing code (legacy code could use that keyword as the name of a variable, a class, or whatever else).
Moreover, it seems to me that defining std::initializer_list as a templated container is quite an elegant choice: if it was a keyword, how would you access its underlying type? How would you iterate through it? You would need a bunch of new operators as well, and that would just force you to remember more names and more keywords to do the same things you can do with standard containers.
Treating an std::initializer_list as any other container gives you the opportunity of writing generic code that works with any of those things.
UPDATE:
Then why introduce a new type, instead of using some combination of existing? (from the comments)
To begin with, all others containers have methods for adding, removing, and emplacing elements, which are not desirable for a compiler-generated collection. The only exception is std::array<>, which wraps a fixed-size C-style array and would therefore remain the only reasonable candidate.
However, as Nicol Bolas correctly points out in the comments, another, fundamental difference between std::initializer_list and all other standard containers (including std::array<>) is that the latter ones have value semantics, while std::initializer_list has reference semantics. Copying an std::initializer_list, for instance, won't cause a copy of the elements it contains.
Moreover (once again, courtesy of Nicol Bolas), having a special container for brace-initialization lists allows overloading on the way the user is performing initialization.
This is nothing new. For example, for (i : some_container) relies on existence of specific methods or standalone functions in some_container class. C# even relies even more on its .NET libraries. Actually, I think, that this is quite an elegant solution, because you can make your classes compatible with some language structures without complicating language specification.
This is indeed nothing new and how many have pointed out, this practice was there in C++ and is there, say, in C#.
Andrei Alexandrescu has mentioned a good point about this though: You may think of it as a part of imaginary "core" namespace, then it'll make more sense.
So, it's actually something like: core::initializer_list, core::size_t, core::begin(), core::end() and so on. This is just an unfortunate coincidence that std namespace has some core language constructs inside it.
Not only can it work completely in the standard library. Inclusion into the standard library does not mean that the compiler can not play clever tricks.
While it may not be able to in all cases, it may very well say: this type is well known, or a simple type, lets ignore the initializer_list and just have a memory image of what the initialized value should be.
In other words int i {5}; can be equivalent to int i(5); or int i=5; or even intwrapper iw {5}; Where intwrapper is a simple wrapper class over an int with a trivial constructor taking an initializer_list
It's not part of the core language because it can be implemented entirely in the library, just line operator new and operator delete. What advantage would there be in making compilers more complicated to build it in?

Features of C++ that can't be implemented in C?

I have read that C++ is super-set of C and provide a real-time implementation by creating objects. Also C++ is closed to real world as it is enriched with Object Oriented concepts.
What all concepts are there in C++ that can not be implemented in C?
Some say that we can not over write methods in C then how can we have different flavors of printf()?
For example printf("sachin"); will print sachin and printf("%d, %s",count ,name); will print 1,sachin assuming count is an integer whose value is 1 and name is a character array initililsed with "sachin".
Some say data abstraction is achieved in C++, so what about structures?
Some responders here argues that most things that can be produced with C++ code can also be produced with C with enough ambition. This is true in some parts, but some things are inherently impossible to achieve unless you modify the C compiler to deviate from the standard.
Fakeable:
Inheritance (pointer to parent-struct in the child-struct)
Polymorphism (Faking vtable by using a group of function pointers)
Data encapsulation (opaque sub structures with an implementation not exposed in public interface)
Impossible:
Templates (which might as well be called preprocessor step 2)
Function/method overloading by arguments (some try to emulate this with ellipses, but never really comes close)
RAII (Constructors and destructors are automatically invoked in C++, so your stack resources are safely handled within their scope)
Complex cast operators (in C you can cast almost anything)
Exceptions
Worth checking out:
GLib (a C library) has a rather elaborate OO emulation
I posted a question once about what people miss the most when using C instead of C++.
Clarification on RAII:
This concept is usually misinterpreted when it comes to its most important aspect - implicit resource management, i.e. the concept of guaranteeing (usually on language level) that resources are handled properly. Some believes that achieving RAII can be done by leaving this responsibility to the programmer (e.g. explicit destructor calls at goto labels), which unfortunately doesn't come close to providing the safety principles of RAII as a design concept.
A quote from a wikipedia article which clarifies this aspect of RAII:
"Resources therefore need to be tied to the lifespan of suitable objects. They are acquired during initialization, when there is no chance of them being used before they are available, and released with the destruction of the same objects, which is guaranteed to take place even in case of errors."
How about RAII and templates.
It is less about what features can't be implemented, and more about what features are directly supported in the language, and therefore allow clear and succinct expression of the design.
Sure you can implement, simulate, fake, or emulate most C++ features in C, but the resulting code will likely be less readable, or maintainable. Language support for OOP features allows code based on an Object Oriented Design to be expressed far more easily than the same design in a non-OOP language. If C were your language of choice, then often OOD may not be the best design methodology to use - or at least extensive use of advanced OOD idioms may not be advisable.
Of course if you have no design, then you are likely to end up with a mess in any language! ;)
Well, if you aren't going to implement a C++ compiler using C, there are thousands of things you can do with C++, but not with C. To name just a few:
C++ has classes. Classes have constructors and destructors which call code automatically when the object is initialized or descrtucted (going out of scope or with delete keyword).
Classes define an hierarchy. You can extend a class. (Inheritance)
C++ supports polymorphism. This means that you can define virtual methods. The compiler will choose which method to call based on the type of the object.
C++ supports Run Time Information.
You can use exceptions with C++.
Although you can emulate most of the above in C, you need to rely on conventions and do the work manually, whereas the C++ compiler does the job for you.
There is only one printf() in the C standard library. Other varieties are implemented by changing the name, for instance sprintf(), fprintf() and so on.
Structures can't hide implementation, there is no private data in C. Of course you can hide data by not showing what e.g. pointers point to, as is done for FILE * by the standard library. So there is data abstraction, but not as a direct feature of the struct construct.
Also, you can't overload operators in C, so a + b always means that some kind of addition is taking place. In C++, depending on the type of the objects involved, anything could happen.
Note that this implies (subtly) that + in C actually is overridden; int + int is not the same code as float + int for instance. But you can't do that kind of override yourself, it's something for the compiler only.
You can implement C++ fully in C... The original C++ compiler from AT+T was infact a preprocessor called CFront which just translated C++ code into C and compiled that.
This approach is still used today by comeau computing who produce one of the most C++ standards compliant compilers there is, eg. It supports all of C++ features.
namespace
All the rest is "easily" faked :)
printf is using a variable length arguments list, not an overloaded version of the function
C structures do not have constructors and are unable to inherit from other structures they are simply a convenient way to address grouped variables
C is not an OO langaueage and has none of the features of an OO language
having said that your are able to imitate C++ functionality with C code but, with C++ the compiler will do all the work for you in compile time
What all concepts are there in C++
that can not be implemented in C?
This is somewhat of an odd question, because really any concept that can be expressed in C++ can be expressed in C. Even functionality similar to C++ templates can be implemented in C using various horrifying macro tricks and other crimes against humanity.
The real difference comes down to 2 things: what the compiler will agree to enforce, and what syntactic conveniences the language offers.
Regarding compiler enforcement, in C++ the compiler will not allow you to directly access private data members from outside of a class or friends of the class. In C, the compiler won't enforce this; you'll have to rely on API documentation to separate "private" data from "publicly accessible" data.
And regarding syntactic convenience, C++ offers all sorts of conveniences not found in C, such as operator overloading, references, automated object initialization and destruction (in the form of constructors/destructors), exceptions and automated stack-unwinding, built-in support for polymorphism, etc.
So basically, any concept expressed in C++ can be expressed in C; it's simply a matter of how far the compiler will go to help you express a certain concept and how much syntactic convenience the compiler offers. Since C++ is a newer language, it comes with a lot more bells and whistles than you would find in C, thus making the expression of certain concepts easier.
One feature that isn't really OOP-related is default arguments, which can be a real keystroke-saver when used correctly.
Function overloading
I suppose there are so many things namespaces, templates that could not be implemented in C.
There shouldn't be too much such things, because early C++ compilers did produce C source code from C++ source code. Basically you can do everything in Assembler - but don't WANT to do this.
Quoting Joel, I'd say a powerful "feature" of C++ is operator overloading. That for me means having a language that will drive you insane unless you maintain your own code. For example,
i = j * 5;
… in C you know, at least, that j is
being multiplied by five and the
results stored in i.
But if you see that same snippet of
code in C++, you don’t know anything.
Nothing. The only way to know what’s
really happening in C++ is to find out
what types i and j are, something
which might be declared somewhere
altogether else. That’s because j
might be of a type that has operator*
overloaded and it does something
terribly witty when you try to
multiply it. And i might be of a type
that has operator= overloaded, and the
types might not be compatible so an
automatic type coercion function might
end up being called. And the only way
to find out is not only to check the
type of the variables, but to find the
code that implements that type, and
God help you if there’s inheritance
somewhere, because now you have to
traipse all the way up the class
hierarchy all by yourself trying to
find where that code really is, and if
there’s polymorphism somewhere, you’re
really in trouble because it’s not
enough to know what type i and j are
declared, you have to know what type
they are right now, which might
involve inspecting an arbitrary amount
of code and you can never really be
sure if you’ve looked everywhere
thanks to the halting problem (phew!).
When you see i=j*5 in C++ you are
really on your own, bubby, and that,
in my mind, reduces the ability to
detect possible problems just by
looking at code.
But again, this is a feature. (I know I will be modded down, but at the time of writing only a handful of posts talked about downsides of operator overloading)