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Arthur O’Dwyer
Solo-player rules for _Colossal Cave: The Board Game_

Back in 2013, I Kickstarted Colossal Cave: The Board Game, a board-game adaptation of Adventure.
(See the Kickstarter campaign here.
I’m quite proud of that campaign. You can still find copies of the game on Amazon.)

Seven years later, I’ve finally tried out a single-player variant originally inspired by
BoardGameGeek poster Tracy Smith,
and I’m pleased to say that it works pretty well! In this variant, you’re playing against the clock,
trying to deposit as many treasures as you can before the draw pile runs out.

On my first solo playthrough, I scored 6 treasures (out of a ...

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Standard C++ (Twitter)

Getting timely, accurate feedback on your C++ from the SonarQube ecosystem -- G. Ann Campbell bit.ly/30oS29G #cpp
Standard C++ (Twitter)

"C++ Move Semantics - The Compete Guide" is Complete and in Print -- Nicolai Josuttis bit.ly/3cT2jQs #cpp
Standard C++ (Twitter)

False positives are our enemies, but may still be your friends -- Loic Joly bit.ly/3ldYaK5 #cpp
C++
Bad code you've written; then learned from

In my 10+ years of C++ing, one common thing I always encounter is that with every project I'm always learning something new about the language, the standard library, and other concepts. And a good part of it has come from writing code that eventually, and then fixing it. What's one of those things you've recently learned about C++ by having a program crash and then correcting the bug? (I'll put mine in the comments below). submitted by /u/def-pri-pub
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C++
Copying struct values

I don't know if this a basic question. But have two vectors. One of my struct, the second of unsigned ints. Trying to copy a struct variable from the first to the second. My struct is as follows struct Process { unsigned pid, at, bt, ct; }; Am trying to copy my bt from the Process vector to the vector of unsigneds. Is there a way to do it with std::copy. std::for_each is the only other way I can seem to find submitted by /u/the_otaku_programmer
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C++
std::thread performs like sh*t?

So i am working on a renderer, which works like a charm single-threaded. Getting about 100 fps. Now, my multithreaded render-loop looks like this: workerThreads.push_back(std::thread([](){})); for (std::size_t i = 0; i < workerThreads.size(); i++) workerThreads[i].join(); Your eyes are working just fine. A single thread, that does absolutely nothing. Doesn't render a single pixel. However, this code runs at fucking 15 fps now. Without doing anything. ​ If i comment out the last thread, i get back to 115fps. So somehow a single std::thread doing absolutely nothing takes 66 milliseconds!! Commenting out the join-part does absolutely nothing performance-wise ​ Am i just retarded or is this some sort of bug? submitted by /u/Dummerchen19...

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C++
how's circular reference handled in modules?

I haven't used modules because gcc doesn't currently support it, I'm however curious how's something like the following handled between modules? // A.hxx auto func(auto, auto); struct TypeA { auto f(); auto g(auto p) { return func(this, p); } }; /////////////////// // B.hxx #include "A.hxx" struct TypeB { auto f() { return TypeA{}; } }; auto TypeA::f() { return TypeB{}; } auto func(auto pobj, auto p) { // something happens here involving both TypeA and TypeB } I guess the more precise question to ask is that how are incomplete entities handled between modules? I haven't been able to find any relevant information on cppreference submitted by /u/geekfolk
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