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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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