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eyakubovich.github.io | ||
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www.fluentcpp.com
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| | | | | Expressive code in C++ | |
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cppstories.com
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| | | | | Let's say we have the following code: LegacyList* pMyList = new LegacyList(); ... pMyList->ReleaseElements(); delete pMyList; In order to fully delete an object we need to do some additional action. How to make it more C++11? How to use unique_ptr or shared_ptr here? Intro We all know that smart pointers are really nice things and we should be using them instead of raw new and delete. | |
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www.bfilipek.com
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| | | | | Variadic Templates from C++11 is probably not a feature that you use on a daily basis. But recently, I've come across one refactoring example where I've decided to give a try and apply variadics. Intro When I was doing some work in some old UI code I've noticed several similar lines of code that looked like that: | |
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therealmjp.github.io
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| | | Overall Approach Setting Up The Print Buffer The "Magic" Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you're fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much "not great" in the year 2024. Tools like RenderDoc and PIX are amazing and do provide the ability to step through a shader and inspect variables, but they're fundamentally tied to a "capture" workflow. | ||