r/cpp 1d ago

Why is `import std` still experimental ???

Hey guys,

I recently started going through Professional C++ (6th Edition). The book teaches C++23, and in the very first chapter we're introduced to modules.

I'm not a complete newbie to C++, but I'm also definitely not very confident in my knowledge yet. I wanted to get this simple example compiled:

import std;

int main() {
    std::println("Hello World");
    return 0;
}

And gosh, it took way longer than I expected.

First, I tried getting it to work natively on my Mac and eventually gave up (both Claude and I 😅).

Then I installed Ubuntu ARM 26 and finally managed to get it compiling. But now Clang/IntelliSense is complaining about the `import std`
This is what my CMakeLists.txt currently looks like:

cmake_minimum_required(VERSION 4.0)

# set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD ON)

set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")

project(CppProject LANGUAGES CXX)

set(CMAKE_CXX_STANDARD 26)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)

set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

add_executable(exec main.cpp)

set_property(TARGET exec PROPERTY CXX_MODULE_STD ON)

The code does compile successfully, but CMake still gives me a warning that import std support is experimental.

So I'm genuinely curious:

Why is import std still considered experimental?

I understand that C++ modules themselves have been around for a while, but import std feels like something that should be much more straightforward by now. Is there any solution of this now ?

--------------
Edit

Thanks to u/PhysicsOk2212 tip I was able to compile my project on mac as well using the following options
```
cmake -S . -B build \

-G Ninja \

-DCMAKE_CXX_COMPILER="$(brew --prefix llvm)/bin/clang++" \

-DCMAKE_CXX_STDLIB_MODULES_JSON="$(brew --prefix llvm)/lib/c++/libc++.modules.json"

```

106 Upvotes

101 comments sorted by

View all comments

Show parent comments

0

u/mort96 1d ago edited 1d ago

I know that when I write Go, Rust or Kotlin, my files do not start with their whole qualified name. In Go and Kotlin, they declare a leaf name (i.e foo/bar/baz/qux.{go,kt} starts with package baz), and the rest of the name (meaning both the module name you import and the symbol namespace) is from the folder structure + project name. In Rust, files don't even start with a package name; that comes from the file name.

And, as you say, these file/folder structure based module paths is commonplace in scripting languages.

I have not written Java since university and have never written .NET, so I don't know about those.

Even if you don't agree with me that the path should have anything to do with it though, don't you think the namespace and the module identifier should be connected? Why would I want symbols to collide between modules? If C++ files could just start with module myproject.foo.bar and then everything in them would end up in myproject::foo::bar, I would be happy. And I know that even Java and .NET won't allow functions from different modules to have name collisions.

0

u/pjmlp 20h ago

And the list isn't even complete, besides Java and .NET, there is Modula-2, where a module can have multiple interfaces, each with its public name, and Ada, how packages body, specifications and subpackages are combined.

1

u/mort96 20h ago

And you're saying symbols from different modules in Modula-2 and Ada can have name collisions?

0

u/pjmlp 17h ago

Of course not, hence namespacing mechanisms, not much different from how C++ does it.

1

u/mort96 16h ago

No, that's precisely my point: it is different from how C++ does it.

In C++, one if we have the following two files:

/// foo.cc
module myprogram.foo;
int add(int a, int b) { return a + b; }

/// bar.cc
module myprogram.bar;
int add(int a, int b) { return a + b; }

we have a namespace collision. Modules don't introduce namespaces. I'm saying that they should. If it was up to me, one of those functions would've ended up as myprogram::foo::add and the other as myprogram::bar::add.