Each new project, whether a standalone program, or a component for an existing program, faces a choice of programming language. Just using what is most popular, or what has been done before, […]
Over 20 years of programming. From video games to communications; science to finance; compilers to business processes. Too many languages to even track anymore.
Here's looking to another 20 years towards mastery of the craft.
In my previous article I looked at a basic reason why exceptions are necessary. In retrospect it was more of a look at why simple error codes are insufficient; it isn’t clear […]
Exceptions often get a bad rap. They are called ineffective, inefficient, and hard to work with. In a way such accusations aren’t unfair, as most languages have totally screwed up their implementation. […]
Double-checked locking is notoriously evil. While it can be a boon to efficiency, it’s tricky to do correctly. Lurking at its core are two issues fundamentals to multi-threaded programming. Even if you […]
Asking questions about performance online universally invites scorn and accusation. A large number of programmers apparently feel that the efficiency of code is nowadays insignificant. So long as the functional requirements have […]
I was looking through some questions on StackOverflow last week when I came across a curious answer. In it there was a link to a coding standard that forbade the use of […]
Objects are created, live for a while, and then destroyed. While creation is fairly clear, the when and how of destruction is fairly language dependent. In languages like C you’re basically on […]
A variable is is the most fundamental concept in programming. You can’t do anything without variables. Yet most languages let you gloss over what these actually are. Simplicity often hides the truth. […]
Casting in C++ is a confusing jumble of unclear and dangerous operations. It mixes unrelated concepts. It introduces ambiguities and redundancies. It’s an essential but flawed aspect of the language.
Multithreaded programming in a perfect environment can be frustrating. It becomes infuriating when dealing with a plethora of libraries each with their own notion of thread-safety. As concurrency has evolved so have […]
Efficient yet confused. Powerful but unsafe. So is the nature of C++ object allocation and instantiation.
C introduced it and C++ mastered it. The hellish world of implicit conversion and type promotion. A system which silently modifies, truncates, rounds, and otherwise mangles our variables.
“goto”: the demonized programming construct. This little expression allows you to jump to somewhere else in the code while skipping the expressions in between. Opponents say it leads to spaghetti code and […]
In the article on “How Polymorphism Works: Part 1” we learned how to create virtual functions. The method which we chose has at one significant problem with it: it requires a lot […]