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CppCon 2015: Timur Doumler “C++ in the Audio Industry”

October 11, 2015 in C++, Programming, Programming Languages, Tips & Tricks by admin

c++Sound is an essential medium for human-computer interaction and vital for applications such as games and music production software. In the audio industry, C++ is the dominating programming language. This talk provides an insight into the patterns and tools that C++ developers in the audio industry rely on. There are interesting lessons to be learned from this domain that can be useful to every C++ developer.

Handling audio in real time presents interesting technical challenges. Techniques also used in other C++ domains have to be combined: real-time multithreading, lock-free programming, efficient DSP, SIMD, and low-latency hardware communication. C++ is the language of choice to tie all these requirements together. Clever leveraging of advanced C++ techniques, template metaprogramming, and the new C++11/14 standard makes these tasks more exciting than ever.

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CppCon 2015: Fedor Pikus “Live Lock-Free or Deadlock (Practical Lock-free Programming)”

October 11, 2015 in C++, Programming, Programming Languages by admin

c++Part I: Introduction to lock-free programming. We will cover the fundamentals of lock-free vs lock-based programming, explore the reasons to write lock-free programs as well as the reasons not to. We will learn, or be reminded, of the basic tools of lock-free programming and consider few simple examples. To make sure you stay on for part II, we will try something beyond the simple examples, for example, a lock-free list, just to see how insanely complex the problems can get. Part II: having been burned on the complexities of generic lock-free algorithms in part I, we take a more practical approach: assuming we are not all writing STL, what limitations can we really live with? Turns out that there are some inherent limitations imposed by the nature of the concurrent problem: is here really such a thing as “concurrent queue” (yes, sort of) and we can take advantages of these limitations (what an idea, concurrency actually makes something easier!) Then there are practical limitations that most application programmers can accept: is there really such a thing as a “lock-free queue” (may be, and you don’t need it). We will explore practical examples of (mostly) lock-free data structures, with actual implementations and performance measurements. Even if the specific limitations and simplifying assumptions used in this talk do not apply to your problem, the main idea to take away is how to find such assumptions and take advantage of them, because, chances are, you can use lock-free techniques and write code that works for you and is much simpler than what you learned before.

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CppCon 2015: Bjarne Stroustrup “Writing Good C++14”

October 11, 2015 in C++, Programming, Programming Languages, Tips & Tricks, Tutorial by admin

c++

How do we use C++14 to make our code better, rather than just different? How do we do so on a grand scale, rather than just for exceptional programmers? We need guidelines to help us progress from older styles, such as “C with Classes”, C, “pure OO”, etc. We need articulated rules to save us from each having to discover them for ourselves. Ideally, they should be machine-checkable, yet adjustable to serve specific needs.

In this talk, I describe a style of guidelines that can be deployed to help most C++ programmers. There could not be a single complete set of rules for everybody, but we are developing a set of rules for most C++ use. This core can be augmented with rules for specific application domains such as embedded systems and systems with stringent security requirements. The rules are prescriptive rather than merely sets of prohibitions, and about much more than code layout. I describe what the rules currently cover (e.g., interfaces, functions, resource management, and pointers). I describe tools and a few simple classes that can be used to support the guidelines.

 

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CppCon 2015: Scott Wardle “Memory and C++ debugging at Electronic Arts”

October 10, 2015 in C, C++, Programming, Programming Languages, Tips & Tricks by admin

c++Scott Wardle a senior software engineer Electronic Arts will talk about the current memory and C++ debugging setup and tools used in games.

PS4 and Xbox One have virtual memory and 64 bit address spaces, GPU and CPU are getting closer in the ability to work virtual memory. So our tools are getting better and better and closer to PCs. Most of a games memory goes towards art and level data like bitmap textures and polygon meshes. So artist and designer need to understand how much their data takes up. Giving them call stacks of memory allocations does not help. They want to know how big is a group of building is. Why is this group of building bigger than this one? Maybe this one has some animation data or one of the textures is too big. But there are 10,000s of objects built by 100s of people all around the world.

CppCon 2015: Bjarne Stroustrup “Writing Good C++14”

September 23, 2015 in C++, Programming by Adrian Marius

c++How do we use C++14 to make our code better, rather than just different? How do we do so on a grand scale, rather than just for exceptional programmers? We need guidelines to help us progress from older styles, such as “C with Classes”, C, “pure OO”, etc. We need articulated rules to save us from each having to discover them for ourselves. Ideally, they should be machine-checkable, yet adjustable to serve specific needs.

In this talk, I describe a style of guidelines that can be deployed to help most C++ programmers. There could not be a single complete set of rules for everybody, but we are developing a set of rules for most C++ use. This core can be augmented with rules for specific application domains such as embedded systems and systems with stringent security requirements. The rules are prescriptive rather than merely sets of prohibitions, and about much more than code layout. I describe what the rules currently cover (e.g., interfaces, functions, resource management, and pointers). I describe tools and a few simple classes that can be used to support the guidelines.

The core guidelines and a guideline support library reference implementation will be open source projects freely available on all major platforms (initially, GCC, Clang, and Microsoft).

Bjarne Stroustrup announces C++ Core Guidelines

September 22, 2015 in C++ by Adrian Marius

c++This morning in his opening keynote at CppCon, Bjarne Stroustrup announced the C++ Core Guidelines (github.com/isocpp/CppCoreGuidelines), the start of a new open source project on GitHub to build modern authoritative guidelines for writing C++ code. The guidelines are designed to be modern, machine-enforceable wherever possible, and open to contributions and forking so that organizations can easily incorporate them into their own corporate coding guidelines.

 
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