we have a multi-threaded desktop application in C++ (MFC). Currently developers use either CString or std::string, probably depending on their mood. So we\'d like to choose a s
I would advise using std::basic_string as your general string template base unless there is a good reason to do otherwise. I say basic_string because if you are handling 16-bit characters you would use wstring.
If you are going to use TCHAR you should probably define tstring as basic_string and may wish to implement a traits class for it too to use functions like _tcslen etc.
Actually, the answer may be "It depends". But, if you are using MFC, IMHO, CString usage would be better. Also, you can use CString with STL containers also. But, it will lead to another question, should I use stl containers or MFC containers with CString? Usage of CString will provide agility to your application for example in unicode conversions.
EDIT: Moreover, if you use WIN32 api calls, CString conversions will be easier.
EDIT: CString has a GetBuffer() and regarding methods that allow you to modify buffer directly.
EDIT: I have used CString in our SQLite wrapper, and formatting CString is easier.
bool RS::getString(int idx, CString& a_value) {
//bla bla
if(getDB()->getEncoding() == IDatabase::UTF8){
a_value.Format(_T("%s"), sqlite3_column_text(getCommand()->getStatement(), idx));
}else{
a_value.Format(_T("%s"), sqlite3_column_text16(getCommand()->getStatement(), idx));
}
return true;
}
I don't know of any other common string implementations- they all suffer from the same language limitations in C++03. Either they offer something specific, like how the ICU components are great for Unicode, they're really old like CString is, or std::string trumps them.
However, you can use the same technique that the MSVC9 SP1 STL uses- that is, "swaptimization", which is the most hilariously named optimization ever.
void func(std::string& ref) {
std::string retval;
// ...
std::swap(ref, retval); // No copying done here.
}
If you rolled a custom string class that didn't allocate anything in it's default constructor (or checked your STL implementation), then swaptimizing it would guarantee no redundant allocations. For example, my MSVC STL uses SSO and doesn't allocate any heap memory by default, so by swaptimizing the above, I get no redundant allocations.
You could improve performance substantially too by just not using expensive heap allocation. There are allocators designed for temporary allocations, and you can replace the allocator used in your favourite STL implementation with a custom one. You can get things like object pools from Boost or roll a memory arena. You can get tenfold better performance compared to a normal new allocation.
I would use std::string
.
The "return by value" issue is mostly a non-issue. Compilers are very good at performing Return Value Optimization (RVO) which actually eliminates the copy in most cases when returning by value. If it doesn't, you can usually tweak the function.
COW has been rejected for a reason: it doesn't scale (well) and the so-hoped-for increase in speed has not been really measured (see Herb Sutter's article). Atomic operations are not as cheap as they appear. With mono-processor mono-core it was easy, but now multi-core are commodity and multi-processors are widely available (for servers). In such distributed architectures there are multiple caches, that need be synchronized, and the more distributed the architecture, the more costly the atomic operations.
Does CString
implement Small String Optimization ? It's a simple trick that allows a string not to allocate any memory for small strings (usually a few characters). Very useful because it turns out that most strings are in fact small, how many strings in your application are less than 8-characters long ?
So, unless you present me a real benchmark which clearly shows a net gain in using CString
, I'd prefer sticking with the standard: it's standard, and likely better optimized.
I would suggest making a "per DLL" decision. If you have DLLs depending heavily on MFC (for example, your GUI layer), where you need a lot of MFC calls with CString
parameters, use CString
. If you have DLLs where the only thing from MFC you are going to use would be the CString class, use std::string
instead. Of course, you will need conversion function between both classes, but I suspect you have already solved that issue.
I say always go for std::string
. As mentioned, RVO and NVRO will make returning by copies cheap, and when you do end up switching to C++0x eventually, you get a nice performance boost from move semantics, without doing anything. If you want to take any code and use it in a non-ATL/MFC project, you can't use CString, but std::string
will be there, so you'll have a much easier time. Finally, you mentioned in a comment you use STL containers instead of MFC containers (good move). Why not stay consistent and use STL string too?