Once upon a time, in the 90s, we started preaching one of the oldest pillars of Modern C++ that is RAII. We taught programmers the simple rule that a constructor must leave an object in a usable state, that we should able to copy it, and that the destructor must clean all owned resources, no matter what.
Continue reading Copy and Swap, 20 years later
I was initially going to write a response to Aras Pranckevičius’ Modern C++ Lamentations but the great Ben Dean beat me to it.
Continue reading Gamedev introduction to 'Modern' C++
CppCon 2018 was held in Bellevue, Washington, on the last week of September this year. Flying from Stockholm proved a bit more painful than from Paris, as no direct flights are offered. My trip started somewhere around 11:15 at ARN, and ended in SEA around an eternity later (official sources settling around 15 hours).
Continue reading CppCon 2018 trip report
Picture this situation: a new developer joins a team. Sooner or later, he discovers the existing codebase and starts playing with it. Some time may pass, but at some point he encounters a pattern he finds weird. Maybe he read a case against it in a book, or heard it in a talk, or simply learned from experience that this is probably not the recommended way of solving that particular problem.
Continue reading Chasing Unicorns
A couple months ago I started a series of posts about build systems and package management. The first part explained the general outline of the issue and a potential solution. The second one delved a bit more in the details of toolchains and their configuration. In this third article, we will try to explore the description of a project itself.
Continue reading Simplifying build in C++ (part 3)