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isocpp.org | ||
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www.bfilipek.com
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| | | | | The ISO Committee accepted and published the C++17 Standard in December 2017. In this mega-long article, I've built (with your help!) a list of all major features of the new standard. Please have a look and see what we get! Language Features New auto rules for direct-list-initialization static_assert with no message typename in a template template parameter Removing trigraphs Nested namespace definition Attributes for namespaces and enumerators u8 character literals Allow constant evaluation for all non-type template arguments Fold Expressions Unary fold expressions and empty parameter packs Remove Deprecated Use of the register Keyword Remove Deprecated operator++(bool) Removing Deprecated Exception Specifications from C++17 Make exception specifications pa... | |
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david.tribble.com
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| | | | | Incompatibilities Between ISO C90 and ISO C++98 | |
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cigix.me
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| | | | | [AI summary] The provided text is a detailed excerpt from the C11 standard, specifically focusing on the C programming language's concurrency and synchronization mechanisms. It outlines the concepts of atomic operations, memory ordering, and the 'happens before' relationship, which are crucial for ensuring correct and predictable behavior in multi-threaded programs. The text also touches on environmental considerations, such as character sets and their representation in source and execution environments. The content is highly technical and intended for developers and language designers familiar with concurrent programming and low-level system interactions. | |
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logins.github.io
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| | | Compute Shaders in D3D12 Why Talking About Compute Shaders Direct Compute has been part of DirectX since version 10. Its usages are multiple, but in general we can use the compute pipeline whenever we want to calculate something without the need of a rasterizer. This ability to generically adapt to any type of calculus makes the compute pipeline really useful in many areas, not only for real-time applications, but also for many science-related computations. In science, every operation that involves the word "GPGPU" (General Purpose GPU) has some kind of compute shader usage in it: high performance computing, physics simulations, classification, image processing are just to scratch the surface among the multitude of use cases. In a game engine, compute shader... | ||