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Debunking C++ Myths

Debunking C++ Myths

By : Alexandru Bolboacă, Ferenc-Lajos Deák
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Debunking C++ Myths

Debunking C++ Myths

By: Alexandru Bolboacă, Ferenc-Lajos Deák

Overview of this book

Think you know C++? Think again. For decades, C++ has been clouded by myths and misunderstandings—from its early design decisions to misconceptions that still linger today. Claims like "C++ is too hard to learn" or "C++ is obsolete" are often rooted in some truth, but they are outdated and fail to capture the language’s ongoing evolution and modern capabilities. Written by industry veterans with over 40 years of combined experience, this book uncovers the myths, exploring their origins and relevance in the context of today’s C++ landscape. It equips you with a deeper understanding of advanced features and best practices to elevate your projects. Each chapter tackles a specific misconception, shedding light on C++'s modern features, such as smart pointers, lambdas, and concurrency. You’ll learn practical strategies to navigate common challenges like code portability and compiler compatibility, as well as how to incorporate modern best practices into your C++ codebase to optimize performance and future-proof your projects. By the end of this book, you’ll have a comprehensive understanding of C++'s evolution, equipping you to make informed decisions and harness its powerful features to enhance your skills, coding practices, and projects.
Table of Contents (15 chapters)
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Light me a pixel

Circa 30 years ago, at the nearer end of the wild 90s, the author of these lines spent quite a significant time optimizing code that was supposed to run as fast as possible, consuming the least amount of resources while showing incredible spinning graphics on a screen (there was also scrolling involved, too, and other not relevant calculations).

These applications were called demos (intros, etc.) and showcased some spectacular graphical effects, backed by a strong mathematical background, and had an in-house developed graphical engine; in those days, there was no DirectX to take all those nasty low-level details off your plate, so all had to be done by hand. Methods for pixel color calculation, color palette setting, vertical retrace of the CRT screen, and flipping of back and front buffers were all coded by hand, using C++ of the 90s and some assembly language routines for the time-critical bits.

One of these methods was putting a pixel on the screen, which...

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