Boost 1.91 Released: New Decimal Library, SIMD UUID, Redis Sentinel, C++26 Reflection in PFR
https://boost.org/releases/1.91.0/
https://redd.it/1ssrnzf
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https://boost.org/releases/1.91.0/
https://redd.it/1ssrnzf
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www.boost.org
Boost 1.91.0
Discover what's new in Boost 1.91.0
Binary debug for nested big ass structures.
Heyaa,
So recently I had to compare binaries in the layout of multi level nested big fat structures. I surprised to find that there are no good tools to do that. The best i could find was watch section in visual studio. I have tried another tool, WinDbg this doesn’t work well with macros and arrays. To make matters worse, this big ass structure has offsets that point beyond of the structure. There is no good tools which automatically tells values for each field
Tldr: i have custom buffer layout with multiple nested level structures.
https://redd.it/1sssd6w
@r_cpp
Heyaa,
So recently I had to compare binaries in the layout of multi level nested big fat structures. I surprised to find that there are no good tools to do that. The best i could find was watch section in visual studio. I have tried another tool, WinDbg this doesn’t work well with macros and arrays. To make matters worse, this big ass structure has offsets that point beyond of the structure. There is no good tools which automatically tells values for each field
Tldr: i have custom buffer layout with multiple nested level structures.
https://redd.it/1sssd6w
@r_cpp
Reddit
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Example for Implementing Functions of Partitions
https://abuehl.github.io/2026/04/22/implementing-functions-of-partitions.html
https://redd.it/1ssvtts
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https://abuehl.github.io/2026/04/22/implementing-functions-of-partitions.html
https://redd.it/1ssvtts
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Adrian’s Notes
Example for Implementing Functions of Partitions
There were some discussions about the fact that "module M;" imports the whole interface of M (see “Uneeded Recompilations When Using Partitions”). Looking at the external partition Core/Container/Container.ixx of our UML Editor, we can see that there is a…
C++ is unsafe. Rust is safe. Should we all move to Rust? 44CVEs found in Rust CoreUtils audit.
https://www.phoronix.com/news/Ubuntu-Rust-Coreutils-Audit
https://redd.it/1st3rbf
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https://www.phoronix.com/news/Ubuntu-Rust-Coreutils-Audit
https://redd.it/1st3rbf
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Phoronix
Ubuntu Rust Coreutils Audit Revealed 113 Issues, Ubuntu 26.10 Aims For "100% Rust Coreutils"
Ahead of tomorrow's Ubuntu 26.04 LTS release, Canonical published a blog post today outlining the state of Rust Coreutils for its premiere in this long-term support (LTS) version
Boost.Decimal: IEEE 754 Decimal Floating Point for C++ — Header-Only, Constexpr, C++14
https://www.boost.org/library/latest/decimal/
https://redd.it/1stha9t
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https://www.boost.org/library/latest/decimal/
https://redd.it/1stha9t
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www.boost.org
Boost.Decimal (1.91.0)
An implementation of IEEE754 Decimal Floating Point Numbers.
Libraries for general purpose 2D/3D geometry vocabulary types?
I work in the geospatial industry and have worked on plenty of large projects that have their own internal geometry libraries. Some good, some bad, most with interesting historical choices. I recently joined a new project that hasn't yet really defined its vocabulary types yet, and I'm finding that extremely inconvenient, so I'm looking around at what is common
The kinds of things I'm looking for are:
`Vector<typename T, size_t Dimension>`: Basically a `std::array<T,Dimension>` with a vector-like API
`Size`: A wrapper around a `Vector` with size semantics
`AxisAlignedBox`: A set of `Range`s in N dimensions
`Polyline`: A `std::vector<Point>` assumed to be open
`Matrix`: An NxM matrix
...
I know there are plenty of vector/matrix/linear algebra libraries out there, often focused on flexibilty and raw computational performance. I'm more interested in nice vocabulary types that implement proper semantics via convenient methods and operators.
It seems these things are often provided by game engines, but pulling in an entire game engine for a non-gaming project feels silly.
So if you were starting a new, greenfield C++ application dealing with 3D geometric data, which existing library, if any, would you reach for?
https://redd.it/1stif6d
@r_cpp
I work in the geospatial industry and have worked on plenty of large projects that have their own internal geometry libraries. Some good, some bad, most with interesting historical choices. I recently joined a new project that hasn't yet really defined its vocabulary types yet, and I'm finding that extremely inconvenient, so I'm looking around at what is common
The kinds of things I'm looking for are:
`Vector<typename T, size_t Dimension>`: Basically a `std::array<T,Dimension>` with a vector-like API
Point: A wrapper around a Vector with point semantics`Size`: A wrapper around a `Vector` with size semantics
Range: A basic min/max interval`AxisAlignedBox`: A set of `Range`s in N dimensions
RotatedBox: A AxisAlignedBox with a basis Vector`Polyline`: A `std::vector<Point>` assumed to be open
Polygon: A std::vector<Point> assumed to be closed`Matrix`: An NxM matrix
...
I know there are plenty of vector/matrix/linear algebra libraries out there, often focused on flexibilty and raw computational performance. I'm more interested in nice vocabulary types that implement proper semantics via convenient methods and operators.
It seems these things are often provided by game engines, but pulling in an entire game engine for a non-gaming project feels silly.
So if you were starting a new, greenfield C++ application dealing with 3D geometric data, which existing library, if any, would you reach for?
https://redd.it/1stif6d
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Reddit
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Good Resource for Topics
Hi,
Please suggest good resource for Multithreading, Smart Pointers and Copy Constructor.
Thanks
https://redd.it/1stj0ka
@r_cpp
Hi,
Please suggest good resource for Multithreading, Smart Pointers and Copy Constructor.
Thanks
https://redd.it/1stj0ka
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Can AI write truly optimized C++?
https://pvs-studio.com/en/blog/posts/cpp/1366/
https://redd.it/1stiofv
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https://pvs-studio.com/en/blog/posts/cpp/1366/
https://redd.it/1stiofv
@r_cpp
PVS-Studio
Let′s check vibe code that acts like optimized C++ one but is actually a mess
The value of a skilled developer is shifting toward the ability to effectively review code. Although generating code now is easier than ever, evaluating it for proper decomposition, correctness...
Devirtualization and Static Polymorphism
https://david.alvarezrosa.com/posts/devirtualization-and-static-polymorphism/
https://redd.it/1sto3hp
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https://david.alvarezrosa.com/posts/devirtualization-and-static-polymorphism/
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David Álvarez Rosa | Personal Website
Devirtualization and Static Polymorphism | David Álvarez Rosa | Personal Website
Ever wondered why your “clean” polymorphic design underperforms in benchmarks? Virtual dispatch enables polymorphism, but it comes with hidden …
C++26: Structured Bindings can introduce a Pack
https://www.sandordargo.com/blog/2026/04/22/cpp26-structured-bindings-packs
https://redd.it/1su6ipi
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https://www.sandordargo.com/blog/2026/04/22/cpp26-structured-bindings-packs
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Sandor Dargo’s Blog
C++26: Structured Bindings can introduce a Pack
Last week, we talked about how C++26 improves structured bindings by allowing them to be used in conditionals’ init statements. We also briefly touched on other improvements coming in C++26, such as individual binding annotations and constexpr bindings. There…
Hunting a Windows ARM crash through Rust, C, and a Build-System configurations
https://autoexplore.medium.com/hunting-a-windows-arm-crash-through-rust-c-and-a-build-system-configurations-f768dd66d5c5
https://redd.it/1sucxti
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https://autoexplore.medium.com/hunting-a-windows-arm-crash-through-rust-c-and-a-build-system-configurations-f768dd66d5c5
https://redd.it/1sucxti
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Medium
Hunting a Windows ARM crash through Rust, C, and a Build-System configurations
A routine allocator update turned into one of the most interesting debugging sessions I’ve had in a while.