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4 days agoC++26: Reflection, Memory Safety, Contracts, and a New Async Model
C++26 introduces reflection, enhances memory safety, adds contracts, and establishes a unified framework for concurrency and parallelism.
The core idea is three separate attribute layers: inputs (what comes in), internals (working state), and outputs (what goes out). Each is a distinct declaration with its own namespace and type checking. Combined with declarative make calls that define action order, the data flow through a service is visible at a glance: class Payments::Process < ApplicationService::Base input :payment, type: Payment internal :charge_result, type: Servactory::Result output :payment, type: Payment make :validate_status! make :perform_request! make :handle_response! make :assign_payment
A real Tetris loop has time (ticks), concurrent inputs (keystrokes), state transitions (collision, locking, line clears), and non-determinism (piece generation). In many imperative designs, these concerns end up tangled in shared mutable state, which tends to produce bugs that are: hard to reproduce (timing-dependent), hard to test (logic mixed with effects), hard to debug (replay isn't deterministic).