Write Efficient C Code: Learn from Linus Torvalds

Every project has its own style guide: a set of conventions about how to write code for that project. Some managers choose basic coding rules, others prefer very advanced ones and for many projects, no coding rules are specified, and each developer uses his style.

It is much easier to understand a large codebase when all the code in it is in a consistent style. Continue reading “Write Efficient C Code: Learn from Linus Torvalds”

Be aware of the programming language domination syndrome.

After years of using the same OS, the same programming language, the same technology, and the same tools. somewhere in our brain we will be convinced that our choice is the best, and we could reject any other alternatives, and somehow we became a slave to our choices. Regardless of the nature of the project or the client specifications, we use the same choices. Continue reading “Be aware of the programming language domination syndrome.”

OGRE Engine: A Case Study on OOP Principles

OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D rendering engine written in C++ designed to make it easier and intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics. The class library abstracts the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other high-level classes. Continue reading “OGRE Engine: A Case Study on OOP Principles”

We really need some safeguards against the richness of C++.

The AtomicObject team described well on their website the danger of the richness of C++:

C++ is an immensely rich language. This richness is both a blessing and a curse. A blessing, because of the expressive power and support for several programming paradigms; a curse because this richness means complexity, and there is much to master. C++ is a language to grow with, one for which each experience can teach new features, or better understanding.

Since each of C++’s features may interact with the others, learning C++ feels like gradually filling in a not-so-sparse matrix of knowledge formed by the cross product of the C++ feature vector with itself. No serious use of the language should be undertaken without good references at hand.

Continue reading “We really need some safeguards against the richness of C++.”

The first enemy of C++ is its past.

Before the initial standardization in 1998, C++ was developed by Bjarne Stroustrup at Bell Labs since 1979, as an extension of the C language as he wanted an efficient and flexible language similar to C

In 1983, “C with Classes” was renamed to “C++”, adding new features that included virtual functions, function name and operator overloading, references, constants, type-safe free-store memory allocation (new/delete), improved type checking. Continue reading “The first enemy of C++ is its past.”

The Importance of C++ Distributed Build Systems

As C++ developer if you have already build a C# or a java project you could be surprised by the speed of the build compared to C++. For some C++ projects it could take few minutes and for others, it could take many hours. It depends on the project size.
And even if the compilation phase is parallelized by using the cores available, the build still take too long compared to the other languages. Here are some reasons from this good stack overflow answer: Continue reading “The Importance of C++ Distributed Build Systems”

Is the Free Lunch Over? Revisiting Herb Sutter Prediction

Back in March 2005 when herb Sutter published its famous article “The free lunch is over”  and predicted a Concurrent Programming Revolution as big as Object-Oriented Revolution. And here’s a short explanation from the article about the prediction motivation  : Continue reading “Is the Free Lunch Over? Revisiting Herb Sutter Prediction”

John Carmack: A C++ Programming Legend

Have you already seen a basketball or a soccer player plays a simple yet effective game to such a point that you say: Why couldn’t everybody play like him, he uses only easy techniques?

And as C++ programmer I had the same remark when exploring the John Carmack source code. It’s so simple, we wonder why we can ‘t develop like him.

Let’s explore some Doom3 source code choices and try to understand why the code even if it’s simple, it’s very efficient.

On November 23, 2011 id Software maintained the tradition and it released the source code of their previous engine. This source code was reviewed by many developers, here’s as an example of Doom3 feedback from fabien (orginal source): Continue reading “John Carmack: A C++ Programming Legend”