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0x18: DRY in C++ && STL in videogames

Aug 29, 2019 · Storskogen, Sweden

Welcome to StockholmCpp #24 !
I am more than happy beeing able to announce that we restart after summer with 2 talks that will be seen at international conferees later this year, but we will see them first!
This event will be kindly hosted by Tritech, thanks to https://www.tritech.se/ for having us!

The program:
17:30 Door open
18:00 - 18:10 Welcome
18:15 - 19:15 Björn Fahller: Modern techniques for keeping your code DRY
19:15 - 20:00 food, drinks and socializing
20:00 - 21:00 Mathieu Ropert: This Videogame Programmer Used the STL and You Will Never Guess What Happened Next

The program in detail:
Björn Fahller: Modern techniques for keeping your code DRY

We have learned to avoid repeating ourselves in code, and yet we keep writing things like:

if (a > 0 && b > 0 && c > 0) ...

In this session I will show techniques from modern C++ that helps you construct abstractions for those micro repetitions. These will allow you to write:

if (all_of(a, b, c) > 0) ...

Code like this expresses intent more clearly, and therefore makes it easier to follow the logic of the intended functionality instead of focussing on code details. This makes it easier to understand the functionality, and also makes it easier to spot mistakes. Better yet, these abstractions carry no run time cost.

After this session, you will be able to write your own zero-cost abstractions that helps getting rid of the patterns that keeps repeating in your code.

Björn wrote his first program in 1980, and programming has been the primary source of income since 1994, mostly from writing embedded software for communications systems.Occasionally Björn has been seen tinkering with unorthodox software constructs, pondering "what can be done with this?" He lives in Stockholm


Mathieu Ropert: This Videogame Programmer Used the STL and You Will Never Guess What Happened Next

The STL is sometimes seen as a strange and dangerous beast, especially in the game development industry. There is talk about performance concerns, strange behaviours, interminable compilations and weird decisions by a mysterious "committee". Is there any truth to it? Is it all a misconception?
I have been using the STL in a production videogame that is mostly CPU bound and in this talk we will unveil the truth behind the rumours. At the end of this talk, attendees should have a solid understanding of why the STL is sometimes frowned upon, when it makes sense to look for alternatives to the standard and most importantly when it does not.

Mathieu is a French C++ expert working on (somewhat) historical video games. Decided to upgrade his compiler once and has been blogging about build systems ever since. Past speaker at CppCon, Meeting C++ and ACCU. Used to run the Paris C++ User Group. Currently lives in Sweden.


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