Oh No! More Modern CMake - Deniz Bahadir - Meeting C++ 2019
https://www.youtube.com/watch?v=y9kSr5enrSk
https://redd.it/eje57u
@r_cpp
https://www.youtube.com/watch?v=y9kSr5enrSk
https://redd.it/eje57u
@r_cpp
YouTube
Oh No! More Modern CMake - Deniz Bahadir - Meeting C++ 2019
Oh No! More Modern CMake - Deniz Bahadir - Meeting C++ 2019
His CMake Talk from last year: https://youtu.be/y7ndUhdQuU8
Slides: https://meetingcpp.com/mcpp/slides
Survey: https://meetingcpp.com/mcpp/survey
His CMake Talk from last year: https://youtu.be/y7ndUhdQuU8
Slides: https://meetingcpp.com/mcpp/slides
Survey: https://meetingcpp.com/mcpp/survey
C++ Pattern Matching proposal
https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1371r1.pdf
https://redd.it/ejg1yc
@r_cpp
https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1371r1.pdf
https://redd.it/ejg1yc
@r_cpp
The way to do error handling
[the link](https://github.com/Quaentor/status)
If you could be oh so kind, please tell me what you think.
This thing is a pretty general thing, and also highly composable. Because it is not only a set of classes, but a radical idea on how should be written code that deals with error handling, it is just impossible to describe it fully in a sane amount of words.
Considering the extra classes the repo contains, it already gives you several ways to handle the problem. It was designed to be extended for the needed functionality to handle the problem just how You want to. But with the extra classes you probably would already have all you need.
​
The repo contains:
* the main class `basic_status`, with which you can determine what type of error it was initialized with. It only stores the type. The class contains only one member of integral type. And all operations with it in assembly should take only one instruction.
​
struct Error1{}; struct Error2{};
To write a function that returns a status you would write
status<Error1,Error2>
foo(){
if(...) return Error1{};
else return Error2{};
return {};
}
To determine if it failed you would write
if(auto s = foo(); !s)
To check if it returned a particular status you would write
foo().is<Error1>()
If `Error2` was to be defined as `struct Error2 : Error1{};`, `foo().is<Error1>()` would return `true,` if `foo` returned `Error1` or `Error2`.
​
* the extra classes which all derive from `basic_status` :
`basic_holding_status` for storing the object of the current type. The object would be of type `Error1` or `Error2`, so you could initialize them in `foo` with some data.
`basic_acting_status` for giving a way to write a function that would be called when the status was initialized with some type(unsuccess state). You can choose when exactly the function is called -- in constructor of the status, in destructor, in destructor if the result was not checked.
I lied that they derive from `basic_status`. They derive from a template parameter, meaning you can combine them (an example can be seen in the [first link](https://wandbox.org/permlink/POagc0Sact7acFEo) in the repo, in file test\_acting)
​
The repo contains a couple of links, where you can see some examples.
The main reason why there aren't too many (though I think it's enough) is it's not mature enough yet to give examples on how to do things.
It could become mature enough with your suggestions and requests.
Maybe it's not that of a good idea, and it's not worth it. So tell me what you think.
https://redd.it/ejk5ui
@r_cpp
[the link](https://github.com/Quaentor/status)
If you could be oh so kind, please tell me what you think.
This thing is a pretty general thing, and also highly composable. Because it is not only a set of classes, but a radical idea on how should be written code that deals with error handling, it is just impossible to describe it fully in a sane amount of words.
Considering the extra classes the repo contains, it already gives you several ways to handle the problem. It was designed to be extended for the needed functionality to handle the problem just how You want to. But with the extra classes you probably would already have all you need.
​
The repo contains:
* the main class `basic_status`, with which you can determine what type of error it was initialized with. It only stores the type. The class contains only one member of integral type. And all operations with it in assembly should take only one instruction.
​
struct Error1{}; struct Error2{};
To write a function that returns a status you would write
status<Error1,Error2>
foo(){
if(...) return Error1{};
else return Error2{};
return {};
}
To determine if it failed you would write
if(auto s = foo(); !s)
To check if it returned a particular status you would write
foo().is<Error1>()
If `Error2` was to be defined as `struct Error2 : Error1{};`, `foo().is<Error1>()` would return `true,` if `foo` returned `Error1` or `Error2`.
​
* the extra classes which all derive from `basic_status` :
`basic_holding_status` for storing the object of the current type. The object would be of type `Error1` or `Error2`, so you could initialize them in `foo` with some data.
`basic_acting_status` for giving a way to write a function that would be called when the status was initialized with some type(unsuccess state). You can choose when exactly the function is called -- in constructor of the status, in destructor, in destructor if the result was not checked.
I lied that they derive from `basic_status`. They derive from a template parameter, meaning you can combine them (an example can be seen in the [first link](https://wandbox.org/permlink/POagc0Sact7acFEo) in the repo, in file test\_acting)
​
The repo contains a couple of links, where you can see some examples.
The main reason why there aren't too many (though I think it's enough) is it's not mature enough yet to give examples on how to do things.
It could become mature enough with your suggestions and requests.
Maybe it's not that of a good idea, and it's not worth it. So tell me what you think.
https://redd.it/ejk5ui
@r_cpp
GitHub
Quaentor/status
THE way to do error handling. Contribute to Quaentor/status development by creating an account on GitHub.
Dry-comparisons: A C++ Library to Shorten Redundant If Statements
https://www.fluentcpp.com/2020/01/03/dry-comparisons-a-c-library-to-shorten-redundant-if-statements/
https://redd.it/ejkwqb
@r_cpp
https://www.fluentcpp.com/2020/01/03/dry-comparisons-a-c-library-to-shorten-redundant-if-statements/
https://redd.it/ejkwqb
@r_cpp
Fluent C++
Dry-comparisons: A C++ Library to Shorten Redundant If Statements
Expressive code in C++
Thoughts on Packt?
Hi all,
I was hoping to get your thoughts on these Packt published books: [https://www.fanatical.com/en/bundle/C++](https://www.fanatical.com/en/bundle/C++)
Many Thanks,
HOWZ1T
https://redd.it/ejmtw1
@r_cpp
Hi all,
I was hoping to get your thoughts on these Packt published books: [https://www.fanatical.com/en/bundle/C++](https://www.fanatical.com/en/bundle/C++)
Many Thanks,
HOWZ1T
https://redd.it/ejmtw1
@r_cpp
Fanatical
C ++ Bundle | Game Bundle | Fanatical
Overcome your difficulties with C++ programming and gain a deeper understanding in order to boost your productivity with the C++ Bundle
C++ Pattern Matching Proposal [pdf]
https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1371r1.pdf
https://redd.it/ejmo1c
@r_cpp
https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1371r1.pdf
https://redd.it/ejmo1c
@r_cpp
What is the best way to Develop And Debug sources in linux which is guest in virtualbox which in windows?
Hello all
im looking to visual debug c++ source which are running in linux (centos) that i installed on guest in virtualbox which in windows.
in shourt i like to develop on windows ( using VS or Eclipse or netbeans ) application that is running on linux
thanks
https://redd.it/ejm9i5
@r_cpp
Hello all
im looking to visual debug c++ source which are running in linux (centos) that i installed on guest in virtualbox which in windows.
in shourt i like to develop on windows ( using VS or Eclipse or netbeans ) application that is running on linux
thanks
https://redd.it/ejm9i5
@r_cpp
reddit
What is the best way to Develop And Debug sources in linux which...
Hello all im looking to visual debug c++ source which are running in linux (centos) that i installed on guest in virtualbox which in...
A <windows.h> wrapper for Windows apps that use UTF-8 as the Windows ANSI codepage and the C++ execution character set.
https://alfps.wordpress.com/2020/01/03/a-windows-h-wrapper-for-utf-8-windows-apps/
https://redd.it/ejtcot
@r_cpp
https://alfps.wordpress.com/2020/01/03/a-windows-h-wrapper-for-utf-8-windows-apps/
https://redd.it/ejtcot
@r_cpp
Alf on programming (mostly C++)
A wrapper for UTF-8 Windows apps.
The Windows API is based on UTF-16 encoded wide text. For example, the API function CommandLineToArgvW that parses a command line, only exists in wide text version. But the introduction of support …
The most useless piece of code I have ever written
\#include <iostream>
double b(double d)
{
return d / d;
}
int main()
{
double num;
std::cout << "Choose a number to divide by itself." << std::endl;
std::cin >> num;
std::cout << b(num);
}
https://redd.it/ejwmwr
@r_cpp
\#include <iostream>
double b(double d)
{
return d / d;
}
int main()
{
double num;
std::cout << "Choose a number to divide by itself." << std::endl;
std::cin >> num;
std::cout << b(num);
}
https://redd.it/ejwmwr
@r_cpp
reddit
The most useless piece of code I have ever written
\#include double b(double d) { return d / d; } int main() { double num; std::cout << "Choose a number to divide by itself." <<...
A 3d engine I've been writing in modern C++. Commentary/recommendations welcome
https://github.com/DanteFalzone0/djf-3d-2
https://redd.it/ekal50
@r_cpp
https://github.com/DanteFalzone0/djf-3d-2
https://redd.it/ekal50
@r_cpp
GitHub
DanteFalzone0/djf-3d-2
yet another C++ 3d engine. Contribute to DanteFalzone0/djf-3d-2 development by creating an account on GitHub.
My amateur C++ 3d engine (see comments for explanation)
https://github.com/DanteFalzone0/djf-3d-2
https://redd.it/ekcgc5
@r_cpp
https://github.com/DanteFalzone0/djf-3d-2
https://redd.it/ekcgc5
@r_cpp
GitHub
DanteFalzone0/djf-3d-2
yet another C++ 3d engine. Contribute to DanteFalzone0/djf-3d-2 development by creating an account on GitHub.
Looking for Partners for a new Gaming RP Community
**Company:** Confidential (RedM Role Play Community)
**Type:** Flexible - contract, internship, other
**Description:** Have you heard of FiveM for GTA? If so, then you may have also heard of RedM for Red Dead Redemption 2?
I am looking to start a community for role players interested in playing on the modded version of Red Dead in a private server for the purposes of entertainment and content creation.
I have experience running communities, I have a great name reserved, and I have the ability to fund the project. Unfortunately, I need developers to help build the server and its scripts. You will be paid for your contributions.
**Location:** Completely Remote
**Remote:** Yes
**Visa Sponsorship:** N/A
**Technologies:** Most scripts are written in either C++ or Lua. Past experience preferred. Experience with FiveM a plus.
**Contact:** If interested, please DM me here. If you have general questions that benefit others, you may reply to the post if rules allow.
https://redd.it/ekfrrp
@r_cpp
**Company:** Confidential (RedM Role Play Community)
**Type:** Flexible - contract, internship, other
**Description:** Have you heard of FiveM for GTA? If so, then you may have also heard of RedM for Red Dead Redemption 2?
I am looking to start a community for role players interested in playing on the modded version of Red Dead in a private server for the purposes of entertainment and content creation.
I have experience running communities, I have a great name reserved, and I have the ability to fund the project. Unfortunately, I need developers to help build the server and its scripts. You will be paid for your contributions.
**Location:** Completely Remote
**Remote:** Yes
**Visa Sponsorship:** N/A
**Technologies:** Most scripts are written in either C++ or Lua. Past experience preferred. Experience with FiveM a plus.
**Contact:** If interested, please DM me here. If you have general questions that benefit others, you may reply to the post if rules allow.
https://redd.it/ekfrrp
@r_cpp
reddit
Looking for Partners for a new Gaming RP Community
**Company:** Confidential (RedM Role Play Community) **Type:** Flexible - contract, internship, other **Description:** Have you heard of FiveM...
Argumentum is a C++17 library for writing command-line program interfaces, inspired by Python argparse
https://github.com/mmahnic/argumentum
https://redd.it/ekgdfr
@r_cpp
https://github.com/mmahnic/argumentum
https://redd.it/ekgdfr
@r_cpp
GitHub
GitHub - mmahnic/argumentum: C++ command line parsing library
C++ command line parsing library. Contribute to mmahnic/argumentum development by creating an account on GitHub.
A C++ memory hunter review
https://oopscenities.net/2020/01/06/deleaker-part-0-intro/
https://redd.it/eku762
@r_cpp
https://oopscenities.net/2020/01/06/deleaker-part-0-intro/
https://redd.it/eku762
@r_cpp
On C++ and other OOPscenities
Deleaker, part 0: Intro
I am testing this nice desktop tool called “Softanics Deleaker”. It was written by Artem Razin and, as you can deduce by its name, it is an application that helps the programmers to fin…
Flecs 1.2: Introducing a C++11 API
Link to the release: [https://github.com/SanderMertens/flecs/releases/tag/v1.2](https://github.com/SanderMertens/flecs/releases/tag/v1.2)
Flecs is an Entity Component System written for C89, C99 and now C++11! Its unique features are a super fast SoA-based storage, a fully-fledged (nested) prefab workflow, hierarchies, time management and a plug&play module system.
If you'd like to know more about ECS, see [https://github.com/SanderMertens/ecs-faq](https://github.com/SanderMertens/ecs-faq).
Flecs 1.2 features a new header-only C++11 API that follows modern C++ best practices. For example code see: [https://github.com/SanderMertens/flecs/tree/master/examples/cpp](https://github.com/SanderMertens/flecs/tree/master/examples/cpp)
Other new features in 1.2 are:
* Snapshots, a fast & lightweight mechanism for restoring a game to a previous point in time
* A new blob serializer for streaming games to/from a disk or network
* On demand systems that are only executed when there is interest in their output
* A new statistics API for monitoring server-side Flecs applications
* 24 new API functions
* And much more, see the [release notes](https://github.com/SanderMertens/flecs/releases/tag/v1.2) for more information.
https://redd.it/ekv776
@r_cpp
Link to the release: [https://github.com/SanderMertens/flecs/releases/tag/v1.2](https://github.com/SanderMertens/flecs/releases/tag/v1.2)
Flecs is an Entity Component System written for C89, C99 and now C++11! Its unique features are a super fast SoA-based storage, a fully-fledged (nested) prefab workflow, hierarchies, time management and a plug&play module system.
If you'd like to know more about ECS, see [https://github.com/SanderMertens/ecs-faq](https://github.com/SanderMertens/ecs-faq).
Flecs 1.2 features a new header-only C++11 API that follows modern C++ best practices. For example code see: [https://github.com/SanderMertens/flecs/tree/master/examples/cpp](https://github.com/SanderMertens/flecs/tree/master/examples/cpp)
Other new features in 1.2 are:
* Snapshots, a fast & lightweight mechanism for restoring a game to a previous point in time
* A new blob serializer for streaming games to/from a disk or network
* On demand systems that are only executed when there is interest in their output
* A new statistics API for monitoring server-side Flecs applications
* 24 new API functions
* And much more, see the [release notes](https://github.com/SanderMertens/flecs/releases/tag/v1.2) for more information.
https://redd.it/ekv776
@r_cpp
GitHub
SanderMertens/flecs
A Multithreaded Entity Component System for C89/99 and C++11 - SanderMertens/flecs