Programming Languages
The choice of programming language for your Next Big Project can be difficult. Even worse, it can seem easy… when it is not. On the one hand, strictly speaking, you can write any program in any of Turing-complete languages. On the other hand, that doesn’t mean it will be easy. In fact, writing a program in a poorly suitable programming language could be extremely difficult.
(Not Really So) New Niche for C++: Browser!?
August 1, 2017 by • “No Bugs” Bunny
Quote:
asm.js has invented its own instruction set, which can be still seen as an instruction set of a CPU, at least from the point of view of a C++ compiler.
Another Quote:
As asm.js is a strict subset of JavaScript – it will run even if there is no special support for asm.js in browser.
Filed under: On.ProgrammingProgramming Languages
Read moreC++ Guidelines - Made-to-Measure vs One-Size-Fits-All
June 6, 2016 by • “No Bugs” Bunny
Abstract:
After bashing all those Big Name guys for making those over-arching sets of guidelines, it is perfectly logical for me myself to do the same?
Quote:
DON’T use C-style cast, EVER. If you DO need a cast – DO spend time on figuring out which of C++ *_cast<>s you really mean (and maybe, you’ll find a way to avoid that cast at all)
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingProgramming LanguagesOn.DevelopmentDevelopment Processes
C++ Performance: Common Wisdoms and Common “Wisdoms”
May 30, 2016 by • “No Bugs” Bunny
Quote:
over(ab)using C++ features is a different story, we’ll discuss these features below on case-by-case basis
Another Quote:
Compiler will use all its Next-to-Divine Wisdom to show you that it is smarter than you are, and to ignore most of those inline specifications you carefully wrote.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and TricksProgramming LanguagesOptimizations
Read moreC++ for Games: Performance. Allocations and Data Locality
May 23, 2016 by • “No Bugs” Bunny
Abstract:
Allocations and related lack of spatial locality can be DAMN EXPENSIVE
Quote:
During the times of Ancient Gamers (also known as times of Atari, ZX Spectrum, and Commodore64), CPUs were running at clock speed of a single-MHz (and one operation usually took several clocks). At the same time, memory run at about the speed comparable to that of CPUs.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and TricksProgramming LanguagesOptimizations
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