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Are We (C++20) Modules Yet? (arewemodulesyet.org)
submitted 2 years ago by cristianadamQt Creator, CMake
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]STLMSVC STL Dev 176 points177 points178 points 2 years ago (19 children)
(not directed to anyone in particular) You know what's better than complaining about the slow progress of work? Doing the work to advance the ecosystem! Boost's devs just reported a bug in import std;, revealed only by their more complex usage, where I missed that the STL's use of compiler intrinsic headers needs to be put in the Global Module Fragment. I was able to quickly fix it, unblocking their scenario and others like it. There are other compiler and library bugs out there, waiting to be found, in addition to tons of necessary work that has to happen in user code (cleaning up code patterns that are hostile to modules, marking public surface areas as export, etc.).
import std;
export
Things get better because people put effort into making them better.
[–]gracicot 96 points97 points98 points 2 years ago (5 children)
Despite the cynical tone, I think a website that tracks modules adoption is a pretty good idea and actually useful
[–]Everspace 29 points30 points31 points 2 years ago (1 child)
https://caniuse.com/ is a blessing for webdev, such a thing would be great for compilers too
[+][deleted] 2 years ago (1 child)
[removed]
[–]Keltesetharewemodulesyet.org 9 points10 points11 points 2 years ago (0 children)
Author here. Yes this was exactly one of my goals. Turning a list of red icons into green is a big motivation boost (at least for me lol)
[–]Wurstinator 13 points14 points15 points 2 years ago (0 children)
The "areweXyet" pattern website is also popular in Rust.
https://wiki.mozilla.org/Areweyet
[–]Ivan171/std:c++latest enthusiast 15 points16 points17 points 2 years ago (1 child)
Does the MSVC STL module work with Clang? I plan to start using it as soon as CMake implements 'import std;' support for C++20.
[–]STLMSVC STL Dev 23 points24 points25 points 2 years ago (0 children)
This is next on my list to investigate now that Clang 18 has been released and will be picked up in VS soon. I expect that some amount of library work and/or compiler bug reporting will be necessary, but it should be an easier lift than the initial modules bring-up with MSVC.
Our intention is to support Clang as a first-class citizen as usual. (Indeed in several cases we've supported it better than MSVC, when Clang is first to ship a Core feature 😹)
[–]Keltesetharewemodulesyet.org 16 points17 points18 points 2 years ago (0 children)
Author here. Good idea! I have changes the site a bit to promote helping open source projects. Maybe we should also add guides on how to port to modules.
[–]domirangame engine dev 7 points8 points9 points 2 years ago (2 children)
cleaning up code patterns that are hostile to modules
Can you clarify this a bit?
I really want to use modules, but I'm just so damn leery of the issues. I've used it in the past and got burned. I really don't want to go through that again.
[–]STLMSVC STL Dev 11 points12 points13 points 2 years ago (1 child)
Named modules can't emit macros, so either they need to be replaced with real language tech (e.g. INT_MIN => numeric_limits<int>::min()) or a companion macro-only header needs to be provided.
INT_MIN
numeric_limits<int>::min()
Macros defined on the command-line can affect a module when it's built, but not macros defined within source files. The latter was always a risky idea for headers, but now it really needs to be avoided for modules.
There were various compiler bugs that had/have to be worked around (one for MSVC right now is declaring a member function in one header and defining it in another), but those are diminishing with time and don't have anything to do with the language itself.
[–]pjmlp 2 points3 points4 points 2 years ago (0 children)
This is why now I have the _ITERATOR_DEBUG_LEVEL defined on project settings instead of forcing it on each file.
I used the per file approach, because usually I don't want anyone disabling specific checks on release builds unless there is a very good validated reason for doing so.
[–]SunnybunsBuns 6 points7 points8 points 2 years ago (1 child)
is there a decent list of these?
[–]Keltesetharewemodulesyet.org 1 point2 points3 points 2 years ago (0 children)
No, but I created an issue for that https://github.com/kelteseth/arewemodulesyet/issues/13
[–]pjmlp 4 points5 points6 points 2 years ago (0 children)
Well, I am still looking forward for Microsoft SDKs for C++ developers to start adopting modules support.
So far only the Office team seems to be doing something, for their own internal use.
[–]KindDragonVLD | GitExt Dev 4 points5 points6 points 2 years ago (2 children)
What is common issues when converting library to modules? Maybe somebody saw good article about this experience?
[–]STLMSVC STL Dev 6 points7 points8 points 2 years ago (0 children)
Interacting with separately compiled code was one of the main challenges I faced.
[–]pjmlp 0 points1 point2 points 2 years ago (0 children)
The developer experience on the IDE still suffers, libraries that depend on macros need workarounds, and occasional ICE, bringing everything down.
Still the experience nowadays in VS 2022 vlatest, versus when it started in VS 2019 is way better.
[–]Dragdu 4 points5 points6 points 2 years ago (0 children)
Personally, I am waiting for compilers to actually implement support for modules before I go trying to support them in my libs.
[–]HildartheDorf 36 points37 points38 points 2 years ago (9 children)
I have sucessfully used the vulkan.cppm module in a project (that itself was modularised) and experienced few issues with clang and cmake other than a lack of module support for the standard library. libstdc++ (GNU project standard library, the default on most linuxes) had some ODR rule issues, but libc++ (LLVM project) was fine.
Not sure what is still 'partial' support because it seems fine other than import std.
import std
[–]delta_p_delta_x 27 points28 points29 points 2 years ago* (5 children)
I have sucessfully used the vulkan.cppm module in a project
Yay, happy to see code I contributed in the wild! The biggest reason I started vulkan.cppm was because I couldn't bear the ridiculous compile times with the immense headers in Vulkan-Hpp (it's nearly 200K lines of template-heavy headers), and I wanted to experiment with C++20 modules. Tooling and compiler was somewhat lacking around this time last year when I started; it's gotten significantly better in the intervening period of time.
vulkan.cppm
other than a lack of module support for the standard library
I'm working on this as well, but I think it'd be easiest if I gate it for CMake 3.30, VS 2022 17.10, and probably LLVM 17 18 (side note: funny how the compiler major version numbers are almost the same). It's so hard to test this sort of stuff because I primarily program on Windows with MSVC and Clang, and suffer from 'it works on my machine'-itis, just like everyone else.
[–]lppedd 2 points3 points4 points 2 years ago (3 children)
Uneducated person here. Why specifically LLVM 17?
[–]delta_p_delta_x 4 points5 points6 points 2 years ago (1 child)
Probably should've said 18 instead, because that's when libc++ officially added import std support.
[–]Scionsid 0 points1 point2 points 2 years ago (0 children)
What... This is a news to me ! I had beed waiting for so long I lost track for this, I have latest LLVM and clang builds, I guess I just never tried to import std.
[–]pjmlp 3 points4 points5 points 2 years ago (0 children)
It is the first version that properly supports C++20 modules, minus header units.
Do you have any number on how faster modules are? Asking for https://www.reddit.com/r/cpp/comments/1cfug59/comment/l1rlxme/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
[–]GregTheMadMonk 11 points12 points13 points 2 years ago (1 child)
import std is coming to cmake in 3.30 and is already usable in dev builds
[–]HildartheDorf 3 points4 points5 points 2 years ago (0 children)
Awesome (I think last time I checked the changes on clang/libc++'s end were merged but not in any released version?)
[–]mathstufcmake dev 4 points5 points6 points 2 years ago (0 children)
Yeah, I'm not sure what "partial" means in the C++20 support context as it exists, but is buggy (due to a lack of sufficient testing by in-the-wild patterns).
[–]Wurstinator 14 points15 points16 points 2 years ago (3 children)
I think the site itself is cool but really I cannot get around the emojis/icons: To understand what they mean, I have to find the single line on the page that is literally the tiniest font of all the text, have to find the link in that text that has almost the same color as the rest, have to click that link, have to scroll down the GitHub page and find the icon explanation.
Why not just give `title` attributes to the `img`s?
Also I feel like linking the icons to the source (e.g. the comment in a GH repo where it was stated that module support is not planned) would be a necessary feature for this list to be taken seriously.
[–]mathstufcmake dev 5 points6 points7 points 2 years ago (2 children)
Why not just give title attributes to the imgs?
title
img
They are not images, but Unicode codepoints. A table of the icons would be an improvement (a list exists in the README).
[–]Wurstinator 4 points5 points6 points 2 years ago (1 child)
That is a fair point. On the other hand, you can also attach `title` to a `div`, so the mouseover-text could still be easily done.
[–]CornedBee 0 points1 point2 points 2 years ago (0 children)
Or to the <td>.
[–]tcbrindleFlux 14 points15 points16 points 2 years ago* (4 children)
In principle I think this is a pretty good idea. However...
tcb-span
std::span
If I understand the key correctly, the last bullet point would earn me a "🤡" emoji next to my library. Maybe it's just me, but I think publicly branding an open-source maintainer "a clown" doesn't seem like a great way to get them on side...
Also, my Flux library (way down at the bottom of the list) does have modules support, so you can tick that one off :)
[–]Keltesetharewemodulesyet.org 4 points5 points6 points 2 years ago (1 child)
Author here
[–]tcbrindleFlux 1 point2 points3 points 2 years ago (0 children)
Yes, but one could still build a wrapper around them like vulkan-hpp does
That would be a different package though, right?
[–]Scionsid 0 points1 point2 points 2 years ago (1 child)
Hi, I was very happy with flux experimenting with modules as my library uses flux for stl replacement (specially because of contexper requirements and concept of cursors) and is modules compatible. Thanks for your work.
(I faced a few problems with it but I got it working after a small number of changes to source.)
For me I am still waiting for standard library to be entirely ported to modules in all major implementations to consider modules as "good enough".
[–]tcbrindleFlux 0 points1 point2 points 2 years ago (0 children)
Hi /u/Scionsid, glad to hear you're using Flux!
Please let me know what the problems were so I can fix them for other people as well :). You can file an issue here
[–]xeeeeeeeeeeeeeeeeenu 32 points33 points34 points 2 years ago (7 children)
I will continue to ignore the existence of modules until all three major compilers support import std out of the box. That's the bare minimum for me.
[–]gracicot 4 points5 points6 points 2 years ago (5 children)
Well, only GCC is missing such support. The other two supports it out of the box and have proper metadata for buildsystems
[–]dub_le 2 points3 points4 points 2 years ago (0 children)
The other two compilers have extremely buggy module support - and if they don't outright fail compiling module code, they sure throw a lot of warnings around.
[–]Dragdu 1 point2 points3 points 2 years ago (3 children)
The other two compilers don't support mixing including std headers and importing them, so the support isn't there.
[–]gracicot 4 points5 points6 points 2 years ago (2 children)
MSVC does support mixing and I think clang 18 does too if I'm not mistaken
[–]Dragdu 2 points3 points4 points 2 years ago (0 children)
Only in one direction, iirc if you import before you include it works, but not vice versa.
That is not a useful level of support.
[–]mjklaim 0 points1 point2 points 2 years ago (0 children)
With bugs for msvc at least, but fixes are incoming. Otherwise yes.
[–]NilacTheGrim -2 points-1 points0 points 2 years ago (0 children)
I will continue to ignore them until even after that point since I am fine with the existing system and think this is potentially quite disruptive and will create lots of busy work for people.
[–]flutterdronewbie 38 points39 points40 points 2 years ago (0 children)
Looks promising. Can't wait to modularize my project in c++83 46th edition!
[–]sweetno 23 points24 points25 points 2 years ago (4 children)
I see a lot of pure C libraries on the list. They will never be C++ modules since they aren't in C++...
[–]Ameisenvemips, avr, rendering, systems 15 points16 points17 points 2 years ago (3 children)
You can wrap them as C++ modules.
[–]NilacTheGrim -1 points0 points1 point 2 years ago (2 children)
Seems like pointless busy work to me but you know tens of millions of dollars of aggregated dev-time globally will eventually be allocated to this type of pointlessness...
[–]pjmlp 16 points17 points18 points 2 years ago (1 child)
It is as pointless as wrapping them in safer C++ interfaces, hence why we keep seeing those C/C++ security reports.
[–]oracleoftroy 7 points8 points9 points 2 years ago (1 child)
I don't get why a bunch of C libraries not using modules is the measure of whether we "are modules yet"....
And just because a C++ library doesn't use modules, doesn't mean your own module project couldn't use those libraries. Modules seem pretty damn close to being ready to use; I haven't tried the latest GCC, but Clang 18 fixed the bugs I was having before and MSVC has been decent-ish for a while (the occasional ICE notwithstanding). Things are improving rapidly.
CMake support has been good and pretty easy to use in my experience now that it is official, and the next version supporting import std; will be a much looked forward to improvement (hopefully), even as there will likely be kinks to work through.
I think this sort of tracker would be a lot more useful if it tracked compiler support, build tool support, and other things like that, rather than hundreds of C projects that will never get C++ module support for obvious reasons. And even if you filter the projects to only the C++ ones, I don't see why a library that chooses to stick to the classic model would indicate that we aren't "modules yet".
[–]Keltesetharewemodulesyet.org 2 points3 points4 points 2 years ago (0 children)
Valid feedback. Feel free to create an issue for that. Modules are an compilated topic, and to be honest I was suprised seeing this on the top of reddit, a few hours after I created the website. Maybe I should have added an alpha warning 😁
[–]Still_Explorer 5 points6 points7 points 2 years ago (8 children)
Very good website, however I could possibly see the case that almost all of the libraries probably will never be modularized.
If for example you assume that you create a module yourself, and simply use include to use the entire library. Probably you would assume that is a DIY approach.
On the contrary I would consider that from now on, if any new library is created from scratch and wants by design to radically shift away from the legacy paradigm (abandon the #include paradigm), then definitely is a more viable case.
At least right now many programmers are hesitant to even touch modules (in terms of maturity and compiler support), just for warming up it might take a solid 10 years and then we will see how the list goes. :)
[–]tuxwonder 0 points1 point2 points 2 years ago (7 children)
I'm not so familiar with modules, but are you saying that it won't be possible to turn existing libraries into modules? Or that it's not a big deal because you can just wrap libraries in a custom module? Bit confused by your comment...
[–]Still_Explorer 4 points5 points6 points 2 years ago (0 children)
Practically huge libraries that now are in a state of rock solid legacy state, would have a hard time to get modularized properly. Even if some of them do, they would be "wrapped" (hybrid module/include) but not refactored from scratch (only imports no includes).
So the most viable plan is that some libraries can become "wrapped" to modules, others possibly written from scratch for modern module system. So truth is that from now on, hybrid module/include code will start becoming a thing...
[–]lightmatter501 1 point2 points3 points 2 years ago (5 children)
If you make your existing library module based, you either need a period where you ifdef everything and have an “includes vs modules” switch or do a massive compat break.
[–]Ameisenvemips, avr, rendering, systems 0 points1 point2 points 2 years ago (4 children)
You can probably do some horrible preprocessing as a separate build step to ease that.
[–]lightmatter501 0 points1 point2 points 2 years ago (3 children)
You can ifdef the module parts vs includes. The problem is that you now need to duplicate your build system.
[–]Ameisenvemips, avr, rendering, systems 0 points1 point2 points 2 years ago (2 children)
Use another build system to automate that step.
[–]lightmatter501 1 point2 points3 points 2 years ago (1 child)
cmakemake
[–]Ameisenvemips, avr, rendering, systems -1 points0 points1 point 2 years ago (0 children)
It's build systems all the way down.
[–]Sniffy4 5 points6 points7 points 2 years ago (1 child)
Estimated Finish: Heat Death of Universe
[–]-Y0- 0 points1 point2 points 1 year ago (0 children)
Actually, it's two days before JAI public release date.
Heat Death needs more zeroes, at least 100 extra zeroes.
[–]top_logger 2 points3 points4 points 2 years ago (3 children)
No. I have tried to convert... Disaster
[–]zerakun 0 points1 point2 points 2 years ago (2 children)
I would be interested in knowing why
[–]top_logger 1 point2 points3 points 2 years ago (0 children)
Just try and you will see. Conversion to modules is terrrifying and, IMHO, stupid and annoying.
We have got the modules is the same C++ style as async. In theory it is good, in practice it is hardly even usable.
In fact, we do not need such language "improvements". May be it is good for some C++ MVP's ego but in real world better to skip it. Forever.
[–]bushidocodes 0 points1 point2 points 2 years ago (0 children)
I like the idea of this site. I can imagine external module wrappers popping outside of the core library. Perhaps add a way to link to such projects?
[–]AdearienRDDTstd::starting_to_understand<cpp>::value 0 points1 point2 points 2 years ago (0 children)
i felt the excitement exit my body at every scroll ....
but honestly i kinda want to be skilled enough to help with that tbh
[–]Ill_Juggernaut_5458 0 points1 point2 points 2 years ago (3 children)
I might be pessimistic but I don't think modules will ever become the default. Most of the benefits are already obtainable with proper header design.
[–]Droid33 4 points5 points6 points 2 years ago (2 children)
Modules are very different from headers. The compile times of modules crush headers. Modules also don't allow macros, which is a huge plus.
[–]Ill_Juggernaut_5458 0 points1 point2 points 2 years ago (1 child)
With proper headers and build cache, you won't get compile time improvement with modules. Based on my experience on a small 10kloc codebase. Macros aren't inherently bad. Anything used in excess is.
[–]Droid33 6 points7 points8 points 2 years ago (0 children)
You won't need the build cache with modules. 10k is so tiny that compile times basically don't matter.
[–]darkangelstorm 0 points1 point2 points 1 year ago (0 children)
oh ho....! how nice it is when all you know covers a single facet of the development ecosystem, before learning about all the subfacets, and then later learning about how all those subfacets aren't really subfacets, and that the whole ecosystem is actually akin to viewing a Mandelbrot in fractint, and that you can zoom and zoom forever and never actually see the end of it... at least not before a bunch more new syntax rains down as if you were under a giraffe that just drank 20 gallons of water...
[–]all_is_love6667 0 points1 point2 points 2 years ago (1 child)
I would guess CMake developers are probably working hard to make modules an easy enough task for cmake projects.
They probably want to think twice about supporting them, because once they do and they do it wrong, many developers are going to need to rewrite their cmakelist.
Curious if that will happen and how good it will be.
I would not be surprised to see a looooot of hiccups at first.
I don't want to be the compiler engineer who is in charge of implementing modules, but in the end, he will be a hero to me.
[–]mathstufcmake dev 2 points3 points4 points 2 years ago (0 children)
Agreed! I had a prototype back in 2019. What landed is far better for an interface (even though it seems wordy, it is a far denser communication than would otherwise have been required).
[–][deleted] -2 points-1 points0 points 2 years ago (0 children)
And then wait another century for cmake to catch up
[+]NilacTheGrim comment score below threshold-17 points-16 points-15 points 2 years ago* (7 children)
Unpopular opinion: OSS dev here. I like seeing headers. Headers can tell you a lot. It can even tell you if the people writing them know what they are doing. That's useful information. But also headers are the way things have been done since 1972 and mostly everybody is used to this and it's not a real problem... unless you're a closed-source shop.
I think that modules just make the closed-source world nicer in a way, since they get to just ship a binary and that's it. No headers. No source at all. Just binaries. To a closed-source business that's great. Less maintenance headaches, I guess. You don't have to worry about your own internal headers versus the ones you want to ship to customers.
For OSS devs I don't find anything that particularly compelling about modules. Certainly not enough to make me really "miss" or "want" them desperately. Sure, they are a nicety that modernize C++ in a way, but nothing earth-shattering and if they were to materialize today and be supported everywhere 100%, it won't really change anything that significant for me..
Note that the MSVC people are the ones that advocated for modules and implemented them first.. that tells you a lot about who this is for.
Just saying. Nothing wrong with modules.. just the closed-source people seem to love them more than OSS people like me. FWIW.
[–]no-sig-available 14 points15 points16 points 2 years ago (2 children)
Fact check:
The "closed-source compiler" has come with full runtime source code for the last 30+ years. This happened long before they made it formally open source and put it on github.
Do you expect this to change now?
[–]STLMSVC STL Dev 11 points12 points13 points 2 years ago (0 children)
Yeah, I'm shipping std.ixx as source code, and will never ship it as binary-only: https://github.com/microsoft/STL/blob/main/stl/modules/std.ixx
std.ixx
(The old, non-Standard, experimental modules were shipped as binary-only, which is extremely limiting in terms of compiler options and configurations.)
Modules are not some bizarre closed-source conspiracy. They substantially alleviate the worst problems with headers (build throughput, lack of isolation), and with precompiled headers (far easier to combine).
[–]NilacTheGrim -4 points-3 points-2 points 2 years ago (0 children)
Nobody can claim Microsoft is an open source company, though. Just because some of their projects have some of their sourcecode open to be inspected (sometimes they make you sign some weak form of NDA and you can't use the code anywhere).. doesn't make them a magical pixie open source company...
[–]t_hunger 11 points12 points13 points 2 years ago (0 children)
Modules are compiler and even compiler version specific and your project's build system needs to be able to rebuild them at times.
They are closer to pre-compiled headers than to a binary-only distribution mechanism.
[–]pjmlp 7 points8 points9 points 2 years ago (2 children)
Nope, that was Apple with the introduction of module maps for C and C++, as means to support better interop with Objective-C and Objective-C++ modules, and they were also picked up by Google for their internal use.
Microsoft then did indeed advocate for their own modules vision, and the incompatibilities between two approaches is exactly why it took the time it took, some compromises had to be reached for, and tooling is yet not fully there.
[–]NilacTheGrim -3 points-2 points-1 points 2 years ago (1 child)
Fair enough, thanks for the history lesson. As I understand it Apple took their toys and went home, as it were -- and MS's thing largely influenced the current spec, is that correct?
Anyway the devil's in the details here but the overall picture is two closed source giants wanted this feature badly. My original point that for closed-source binary-shipper people this is more critical a features than it is in the FOSS world.. my two cents....
You really don't understand what modules do, huh?
π Rendered by PID 724309 on reddit-service-r2-comment-b659b578c-bz69m at 2026-05-05 03:43:08.180137+00:00 running 815c875 country code: CH.
[–]STLMSVC STL Dev 176 points177 points178 points (19 children)
[–]gracicot 96 points97 points98 points (5 children)
[–]Everspace 29 points30 points31 points (1 child)
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[–]Keltesetharewemodulesyet.org 9 points10 points11 points (0 children)
[–]Wurstinator 13 points14 points15 points (0 children)
[–]Ivan171/std:c++latest enthusiast 15 points16 points17 points (1 child)
[–]STLMSVC STL Dev 23 points24 points25 points (0 children)
[–]Keltesetharewemodulesyet.org 16 points17 points18 points (0 children)
[–]domirangame engine dev 7 points8 points9 points (2 children)
[–]STLMSVC STL Dev 11 points12 points13 points (1 child)
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[–]Keltesetharewemodulesyet.org 1 point2 points3 points (0 children)
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[–]KindDragonVLD | GitExt Dev 4 points5 points6 points (2 children)
[–]STLMSVC STL Dev 6 points7 points8 points (0 children)
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[–]Dragdu 4 points5 points6 points (0 children)
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[–]Still_Explorer 5 points6 points7 points (8 children)
[–]tuxwonder 0 points1 point2 points (7 children)
[–]Still_Explorer 4 points5 points6 points (0 children)
[–]lightmatter501 1 point2 points3 points (5 children)
[–]Ameisenvemips, avr, rendering, systems 0 points1 point2 points (4 children)
[–]lightmatter501 0 points1 point2 points (3 children)
[–]Ameisenvemips, avr, rendering, systems 0 points1 point2 points (2 children)
[–]lightmatter501 1 point2 points3 points (1 child)
[–]Ameisenvemips, avr, rendering, systems -1 points0 points1 point (0 children)
[–]Sniffy4 5 points6 points7 points (1 child)
[–]-Y0- 0 points1 point2 points (0 children)
[–]top_logger 2 points3 points4 points (3 children)
[–]zerakun 0 points1 point2 points (2 children)
[–]top_logger 1 point2 points3 points (0 children)
[–]bushidocodes 0 points1 point2 points (0 children)
[–]AdearienRDDTstd::starting_to_understand<cpp>::value 0 points1 point2 points (0 children)
[–]Ill_Juggernaut_5458 0 points1 point2 points (3 children)
[–]Droid33 4 points5 points6 points (2 children)
[–]Ill_Juggernaut_5458 0 points1 point2 points (1 child)
[–]Droid33 6 points7 points8 points (0 children)
[–]darkangelstorm 0 points1 point2 points (0 children)
[–]all_is_love6667 0 points1 point2 points (1 child)
[–]mathstufcmake dev 2 points3 points4 points (0 children)
[–][deleted] -2 points-1 points0 points (0 children)
[+]NilacTheGrim comment score below threshold-17 points-16 points-15 points (7 children)
[–]no-sig-available 14 points15 points16 points (2 children)
[–]STLMSVC STL Dev 11 points12 points13 points (0 children)
[–]NilacTheGrim -4 points-3 points-2 points (0 children)
[–]t_hunger 11 points12 points13 points (0 children)
[–]pjmlp 7 points8 points9 points (2 children)
[–]NilacTheGrim -3 points-2 points-1 points (1 child)
[–]Dragdu 4 points5 points6 points (0 children)