Hmm - so C++11 isn't usable in windows maya plugins yet? Bummer... their
linux spec supports it, sort of:

https://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/Maya-SDK/files/Setting-up-your-build-environment-Linux-compiler-requirement-htm.html

I've made a few small plugins that used C++11, and they seemed to work.
 (Word on the street about the split

I haven't used C++11 much yet myself, but there's a bunch of features that
I kept thinking / wishing were in C++, that when I looked up, found out
would be in C++11.  The unique_ptr / shared_ptr - would probably be worth
it alone, for me (they were the most common reason I would add boost
dependencies, which was obviously overkill).  Other things I've wished I'd
had at various points included static asserts, ability to call a
construction from within another constructor of the same class, and
initialization lists for classes.

On Fri, Jan 8, 2016 at 11:24 PM Justin Israel <[email protected]>
wrote:

> I'd actually like to hear input from those that have used c++11 in a
> production capacity, about what features they have found most useful.
>
> "auto" is just a convenience really
> Shared pointers are nice without needing Boost or Qt.
> Move semantics seems cool if you are trying to write some efficient code.
> Lambdas for sure would be great.
>
> On Sat, 9 Jan 2016 9:14 AM Justin Israel <[email protected]> wrote:
>
>> I am responding to your suggestion that one wants the latest and greatest
>> cutting edge technology. I didn't understand why you would require c++11
>> just to be cutting edge and up to date. I was asking what exactly you
>> wanted from c++11 that would justify the effort? It felt to me that your
>> only reason was the it was newer. What would you use from it?
>>
>> On Fri, 8 Jan 2016 11:02 PM Marcus Ottosson <[email protected]>
>> wrote:
>>
>>> What are we arguing here exactly? :) Marketing versus Progress? Looks
>>> like a stalemate to me.
>>>
>>> I got what I was looking for; if you are to use C++11 with Maya, you'll
>>> need to go the long way around. Whether it's worth it or not depends on
>>> what you do. In your case, maybe it isn't worth it, in my case, maybe it
>>> is, hence the question.
>>>
>>> On 8 January 2016 at 09:39, Justin Israel <[email protected]>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Fri, 8 Jan 2016 9:17 PM Marcus Ottosson <[email protected]>
>>>> wrote:
>>>>
>>>>> > stdin/stdout are file descriptors. sockets are file descriptors.
>>>>> Technically its all the same camp where you read and write and poll
>>>>> their status.
>>>>>
>>>>> Ah. I was under the impression that sockets had to go the TCP route,
>>>>> through the network card, but this would make more sense.
>>>>>
>>>>
>>>> Unix domain sockets don't go through TCP. they are more like named pipes
>>>>
>>>> https://en.m.wikipedia.org/wiki/Unix_domain_socket
>>>>
>>>>
>>>>> > But what features of C++11 are you itching for that would make your
>>>>> plugin so much more performant or easier to maintain?
>>>>>
>>>>> Haha, nothing in particular. You know you could have said the same
>>>>> thing about newer versions of anything, right? "What about Maya 2016 will
>>>>> make your work so much better looking and easier to make?" :)
>>>>>
>>>>> I would like to progress, wouldn't you?
>>>>>
>>>>
>>>> Well that would just be like following marketing hype, right? "newer,
>>>> faster, better".
>>>> But if you aren't going to use any c++11 features, then what is the
>>>> point of going to extra trouble to use it in a portable way? You could just
>>>> keep coding in more portable c++ for a bit longer until the stragglers fall
>>>> off and C++11 is a minimum requirement. Vfxplatform 2016 still only
>>>> specifies gcc 4.8
>>>> http://www.vfxplatform.com
>>>>
>>>> I haven't been writing production c++ for too long yet (almost a year)
>>>> but I have managed so far using boost or qt. Maybe lambdas would have been
>>>> nice? I could have used those.
>>>>
>>>>
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>>>
>>> --
>>> *Marcus Ottosson*
>>> [email protected]
>>>
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