Best of C++November 2025

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    Article
    Avatar of vsVisual Studio Blog·28w

    Visual Studio 2026 is here: faster, smarter, and a hit with early adopters

    Visual Studio 2026 is now generally available with significant performance improvements, including 50% fewer UI hangs and faster startup times. The release introduces AI-native features through GitHub Copilot integration, including new C# and C++ agents for debugging, profiling, and app modernization. Over 5,000 bugs were fixed and 300 feature requests implemented based on community feedback. The IDE now decouples from build tools, allowing updates without affecting .NET or C++ compilers, and maintains full compatibility with Visual Studio 2022 projects and over 4,000 extensions.

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    Video
    Avatar of lowlevelgamedevLow Level Game Dev·26w

    How to learn C++

    A developer with 10 years of C++ experience shares learning advice: skip expensive courses for free tutorials, focus on building projects rather than just learning syntax, and write simple, practical code instead of using complex language features. The author advocates learning through progressively challenging projects, avoiding over-engineering with templates and OOP, and emphasizes that knowing the language isn't the same as knowing how to code effectively.

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    Video
    Avatar of tsoding_dailyTsoding Daily·26w

    I tried Protobuf after 17 years of ignoring it

    A developer attempts to use Protocol Buffers for the first time after 17 years of awareness, encountering significant complexity in compilation, linking, and dependency management. The session reveals extensive build challenges including missing runtime libraries, dependency on Abseil, version mismatches, and linking errors. Despite spending over an hour, the developer struggles to compile a simple "hello world" example without using Google's Bazel build system, exposing the library's steep learning curve and infrastructure requirements.

  4. 4
    Article
    Avatar of thedailywtfThe Daily WTF·27w

    Using an ADE: Ancient Development Environment

    A developer shares their experience maintaining software built with a deprecated IDE from a defunct vendor (last updated in 2002). The tooling frequently corrupts files, requires reinstallation after each session, and uses a non-standard C++ dialect that wraps an ancient Pascal library. The codebase features an 18,000-line main form, global state management, and confusing file naming conventions. Despite these challenges, strong team culture and management support make the work manageable while they develop a .NET replacement.

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    Article
    Avatar of rustRust·26w

    Switching to Rust's own mangling scheme on nightly

    Rust's nightly compiler will switch from C++'s Itanium ABI mangling scheme to its own v0 mangling scheme starting November 21, 2025. The new scheme preserves generic parameter information, produces more readable symbols for debuggers and profilers, and uses only alphanumeric characters for better platform compatibility. While symbols may be slightly larger, the change significantly improves debugging experience, especially for async code, closures, and generic functions. Users can revert to legacy mangling if needed using compiler flags.

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    Article
    Avatar of hnHacker News·26w

    Rust is a disappointment

    A critical examination of Rust's design tradeoffs, arguing that it fails to meaningfully improve upon C++ despite its promises. The author identifies four core issues: extremely slow compilation by design, complexity comparable to C++ without legacy justification, prioritization of memory safety over reliability (leading to crashes), and poor performance with mutable shared state. While acknowledging C++'s numerous flaws, the piece contends that Rust's borrow checker and ownership model create impractical development experiences, particularly for GUI applications, databases, and stateful services. The conclusion positions Rust as mediocre but viable for specific use cases like static site generators and parsers with immutable data flows.

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    Article
    Avatar of newstackThe New Stack·29w

    Moving From C++ to Rust? Clickhouse Has Some Advice

    ClickHouse, a 1.5 million line C++ analytics database, shares lessons from their incremental migration to Rust. Rather than a full rewrite, the team integrated Rust modules for specific features like BLAKE3 hashing and Delta Lake support. Key challenges included managing reproducible builds, handling 672 additional Rust dependencies, writing C++/Rust interop wrappers, and dealing with excessive panic behavior in Rust libraries. While Rust offers memory and thread safety advantages, combining it with C++ introduces complexity around build systems, sanitization, and cross-compilation. The team now accepts Rust contributions but has decided against a complete rewrite.

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    Video
    Avatar of youtubeYouTube·27w

    Why Zig over Rust, C, C++, Odin, Nim, etc?

    A developer explains their decision to focus on Zig over alternatives like Rust, C++, C, Nim, and others. Key reasons include Zig's explicitness with no hidden behavior, compile-time metaprogramming that's simpler than macros or templates, seamless C interop, unified tooling (compiler, formatter, package manager), and manual but structured memory management. While acknowledging Rust's safety guarantees and C++'s maturity, they prefer Zig's straightforward approach, errors-as-values pattern, and opt-in safety features across different build modes. The choice is presented as personal preference based on individual values rather than objective superiority.

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    Article
    Avatar of hnHacker News·28w

    OpenMW 0.50.0 Released!

    OpenMW 0.50.0 brings major improvements to the open-source game engine reimplementation. Key updates include overhauled gamepad support with controller-friendly UI navigation, expanded Lua scripting API with combat mechanics dehardcoding, quick item transfer via Alt-clicking, and Polish language translations. The release fixes numerous pathfinding issues, improves skinned geometry rendering for better mod compatibility, adds terrain and weather APIs for scripting, and introduces Doppler effect for 3D audio. Progress toward supporting newer Bethesda games includes terrain texturing and distant object rendering implementations.

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    Article
    Avatar of gcgitconnected·28w

    Inside High-Frequency Trading Systems: The Race to Zero Latency

    Explores the architecture of high-frequency trading systems that operate at microsecond and nanosecond speeds. Covers market data ingestion using kernel-bypass frameworks like DPDK, in-memory order book implementations with lock-free data structures, FPGA-based hardware acceleration for tick-to-trade execution, event-driven architectures with nanosecond-precision timestamps, smart order routing, and pre-trade risk checks. Demonstrates how every component from network cards to silicon logic is optimized to minimize latency in financial trading systems.

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    Article
    Avatar of lobstersLobsters·28w

    Why I don't love Rust (either)

    A detailed critique of Rust's design decisions from a developer who uses it regularly. Covers syntax inconsistencies, control flow complexity, error handling trade-offs, implicit closure captures, language bloat through intrinsics, unpredictable code generation, unsafe code semantics, async/await color problems, and ecosystem fragmentation. Argues that while Rust offers benefits over C++, it makes compromises that create friction in real-world systems programming.