C++ code quality is a difficult topic. There are some basic topics and other, more advanced. Sutter and Alexandrescu wrote a complete book on C++ standards to achieve good quality with basic and advanced topics, but Meyers wrote a book before, on the basics of C++.

Effective C++ is at its third edition, which is a complete rewrite with topics from the “old” Effective C++ and More Effective C++. So if you have one or the other, you will find yourself with additional content.

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After presenting Valgrind as an emulation profiler, I will present Microsoft solution, Visual Studio Performance Tool. It is available in the Team Suite editions, and offers a sampling- and an instrumentation-based profiler. Of course, it is embedded in Visual Studio IDE and accessible from a solution.

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At last, I’m starting with my first post on my attempt on Interactive RayTracing. This first one will only be on the generic global implementation.

A matrix library must be used, the same basis class will be used for each element, point or color, but with a different size (if needed). I will use a typedef for defining each of them. This will help explaining what is going on. I will not explain the code of the library, althoug the optimization of the raytracer will surely have to be done in this part of the code as well.

So a vector will be named (for the moment) Vector3df, a point Point3df, a normal Normal3df and a color Color. All elements will live in the IRT namespace.

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Some books geared toward game programming beginners tend to only scratch the surface of the presented language and of what it takes to write a game. There are some pitfalls that are specific to games that need to be addressed (or so the book says), and this is what this book is about.

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GCCXML uses GCC as a front-end to parse C or C++ files. It then generates XML files for the interface, that is, it generates tags for the types and prototypes it parses. Then, pygccxml is a wrapper over it which parses the XML file to generate a Python object with every information one may need.

So I will quicly show here how it is possible to generate serialization/deserialization and then how to wrap functions with my custom serialization functions.

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I’ve played a little bit with Intel Parallel Studio. Let’s say it has been a pleasant trip out in the wildness of multithreaded applications.

Intel Parallel Studio is a set of tools geared toward multithreaded applications. It consists of three Visual Studio plugins (so you need a fully-fledged Visual Studio, not an Express edition):

  • Parallel Inspector for memory analysis
  • Parallel Amplifier for thread behavior and concurrency
  • Parallel Composer for parallel debugging

This is an update of the review I’ve done for the beta version. Since this first review, I’ve tried the official first version.

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There is no official C++ standard, unlike several languages (Java, Python, …) where there are referentials for code and design style, good practices, … It didn’t exist until this book where two world-renowned C++ authors set the basis for your every day development.

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