this post was submitted on 03 Jul 2023
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I'm working on a project that makes heavy use of multithreading; I think it's been years since I wrote code that didn't at least use std::thread or std::async to some extent.

I started programming in C for bare-metal AVR microcontrollers (no threading needed in that case), and I didn't really move into C++ until just after C++11 was already established; that is to say, I have always had access to concurrency tools that are built into the standard library.

I'm curious how threads were implemented prior to C++11; I know that 3rd-party libraries exist for this, but how did the libraries themselves handle it? I'm assuming the only option was to use calls to the OS with a lot of preprocessor macros depending on the target OS. Writing loops with a stored state would work, but not only did coroutines not exist in the STL until much later, but this wouldn't take advantage of multi-core CPUs, which were already commonplace before C++11.

There are certainly some times I take modern language features for granted. So, for the experienced programmers out there: How did it used to be done?

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[–] [email protected] 1 points 1 year ago

I code almost exclusively for Windows these days, and I dread the times I have to interface with the Win32 API directly. The worst part IMO are the macro definitions that reference another macro definition that reference multiple layers of pointers. I would imagine that the first order of business with multithreaded software would be to wrap Win32 in a more sane abstraction.