The new release BEAST-0.8.0 is now available at the beast website. As end-user, you’ll get exactly the same features as before, and might be wondering what changes were made and why. In this blog posting, I’ll try to explain why BEAST-0.8.0 is a lot better than any previous release, and why the improvements in the codebase will soon also speed up all development efforts. If you don’t want to know the technical details, just trust me on this one: I’ve been contributing to BEAST for more than 10 years now, and I’m more than happy that after BEAST-0.8.0, and possibly more infrastructure enhancements in the next minor releases, contributing will become easier, more fun and more productive.
When BEAST development originally started, the project was designed to use Gtk+ as toolkit, and the GObject typesystem as a way to do object oriented programming. This automatically resulted in the requirement that all BEAST code had to be written in C. So from the beginning, a huge codebase (> 200.000 lines of code) of C code were written. The only exception was a few scheme scripts, but compared to the rest of BEAST, a neglectable amount of work was done in Scheme.
I think for realtime audio processing and also GUI programming, C is mostly a waste of developer time (and also leads to less readable code), when compared to C++. But even after it became obvious that I argree on that issue with Tim Janik, the founder of BEAST, it was still a long way to make C++ programming fully acceptable in BEAST. It started with the plugins. BEAST plugins are relatively isolated chunks of code, that do not interact a lot with the rest of the codebase. So relatively early in the history of BEAST, we supported implementing plugins in C++. And if you compare a C++ BEAST plugin with the older C BEAST plugins, you’ll find the code is cleaner, shorter, and more readable.
However, a lot more code is in the GUI and in the BEAST core, or: plugins in C++ are good, but only are a fraction of the whole codebase. Still for all other code, the problem was that interfaces between components had to designed in C, because the majority of the code was written in C. Introducing C++ APIs in the core was acceptable, but only if a second C API was added. So for instance the new FLAC support for BEAST I’ve recently implemented is written in C++, but some of the code is just needed so that the other components in the BEAST core can use it; and these are written in C.
What changed with BEAST-0.8.0? Now the C code hasn’t magically disappeared, but we’re now using the C++ compiler to compile all of BEAST. So with this release the foundation was made for introducing C++ APIs into the core of BEAST, because now all code can use C++ APIs, because the whole core is compiled as C++.
To be more precise, another step was made at the same time. We’re using C++11 as the implementation language now. C++11 is the recently finished new C++ standard, that introduces many new features for the language, and although it is not yet currently fully implemented by g++, many parts already work and will make further development easier. So all in all, the process of getting rid of lots of lots of legacy C code and being able to develop new code in an elegant and efficient C++11 way is not complete. But BEAST-0.8.0 is probably still a lot more developer friendly than any previous release, and I hope that this process will continue in the next releases until the codebase is as C++ friendly as it should be. On the way, we’ll probably also be able to dump GObject based inheritance from the core, and add Python as scripting language; but I’ll blog about these things when they happen.