Standard C++ (Twitter)
False positives are our enemies, but may still be your friends -- Loic Joly bit.ly/3ldYaK5 #cpp
False positives are our enemies, but may still be your friends -- Loic Joly bit.ly/3ldYaK5 #cpp
C++
GDBFrontend v0.1.2-beta released with theming and a lot of improvements. You can contribute with new themes, plugins, commits or testing!
submitted by /u/EvrenselKisilik
[link] [comments]
GDBFrontend v0.1.2-beta released with theming and a lot of improvements. You can contribute with new themes, plugins, commits or testing!
submitted by /u/EvrenselKisilik
[link] [comments]
reddit
GDBFrontend v0.1.2-beta released with theming and a lot of...
Posted in r/cpp by u/EvrenselKisilik • 16 points and 0 comments
Standard C++ (Twitter)
Why it is important to apply static analysis for open libraries that you add to your project bit.ly/36rVJzh #cpp
Why it is important to apply static analysis for open libraries that you add to your project bit.ly/36rVJzh #cpp
Twitter
Standard C++
Why it is important to apply static analysis for open libraries that you add to your project https://t.co/5oxoTmRLuJ #cpp
C++
September's blog post - Improving compile times with Beast Websockets + clean shutdown of a complex application in response to Ctrl-C
submitted by /u/madmongo38
[link] [comments]
September's blog post - Improving compile times with Beast Websockets + clean shutdown of a complex application in response to Ctrl-C
submitted by /u/madmongo38
[link] [comments]
reddit
September's blog post - Improving compile times with Beast...
Posted in r/cpp by u/madmongo38 • 4 points and 0 comments
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
[link] [comments]
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
[link] [comments]
reddit
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,...
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
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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 [link] [comments]
reddit
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...
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:
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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...Read full post
reddit
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...
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?
...
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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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reddit
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? ...
C++
Windows and C++ exceptions
(c) 2020 by [email protected] -- LICENSE_DBJ -- https://dbj.org/license_dbj/ What seems to be the issue? The issue seems to be it is not clearly documented how to use full and standard C++ and MS STL without C++ exceptions, on Windows. SEH build -- is cl.exe C/C++ build without any
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Windows and C++ exceptions
(c) 2020 by [email protected] -- LICENSE_DBJ -- https://dbj.org/license_dbj/ What seems to be the issue? The issue seems to be it is not clearly documented how to use full and standard C++ and MS STL without C++ exceptions, on Windows. SEH build -- is cl.exe C/C++ build without any
/EH switch or with a famous /kernel switch. SEH is intrinsic to Windows. SEH is in the foundations of Windows programming. I have made this little project to approve or disapprove your doubts. Also on the official side, things are happening around this issue: ...Read full post
reddit
Windows and C++ exceptions
> (c) 2020 by [email protected] -- LICENSE_DBJ -- https://dbj.org/license_dbj/ What seems to be the issue? The issue seems to be it is not clearly...