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C++ - Reddit

Sourcetrail (Fork) 2025.12.8 released

Hi everybody,

Sourcetrail 2025.12.8, a fork of the C++/Java source explorer, has been released with these changes:

C++: Add indexing of structured binding declarations
C++: Add indexing of auto prvalue casts
GUI: Fix error/status view not cleared between indexing
C/C++: Replace msvc mulitithreading library switches with corresponding clang switches
C/C++: Add Visual Studio 2026 support
Database: Enable simple database performance improvement

https://redd.it/1r668nj
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C++ - Reddit

New C++ Conference Videos Released This Month - February 2026 (Updated To Include Videos Released 2026-02-09 - 2026-02-15)

**CppCon**

2026-02-09 - 2026-02-15

* A Case-study in Rewriting a Legacy Gui Library for Real-time Audio Software in Modern C++ (Reprise) - Roth Michaels - CppCon 2025 - [https://youtu.be/ag\_WNEDwFLQ](https://youtu.be/ag_WNEDwFLQ)
* Back to Basics: Master the static inline, const, and constexpr C++ Keywords - Andreas Fertig - CppCon 2025 - [https://youtu.be/hLakx0KYiR0](https://youtu.be/hLakx0KYiR0)
* std::execution in Asio Codebases: Adopting Senders Without a Rewrite - Robert Leahy - CppCon 2025 - [https://youtu.be/S1FEuyD33yA](https://youtu.be/S1FEuyD33yA)
* Back to Basics: Custom Allocators Explained - From Basics to Advanced - Kevin Carpenter - CppCon 2025 - [https://youtu.be/RpD-0oqGEzE](https://youtu.be/RpD-0oqGEzE)
* Your Optimized Code Can Be Debugged - Here's How With MSVC C++ Dynamic Debugging - Eric Brumer - CppCon 2025 - [https://youtu.be/YnbO140OXuI](https://youtu.be/YnbO140OXuI)

2026-02-02 - 2026-02-08

* Connecting C++ Tools to AI Agents Using the Model Context Protocol (MCP) - Ben McMorran - [https://youtu.be/NWnbgwFU1Xg](https://youtu.be/NWnbgwFU1Xg)
* The Truth About Being a Programmer CEO - Greg Law - [https://youtu.be/e8kNoLCW\_Rs](https://youtu.be/e8kNoLCW_Rs)
* An Introduction to the new C++ 26 "Reflection" Feature - Inbal Levi - [https://youtu.be/HBkG5DpLYo0](https://youtu.be/HBkG5DpLYo0)
* CMake Doesn't Have to Be Painful | Simple Strategies That Work - Bret Brown - [https://youtu.be/NDfTwOvWIao](https://youtu.be/NDfTwOvWIao)
* Parallel Range Algorithms: The Evolution of Parallelism in C++ - Ruslan Arutyunyan - [https://youtu.be/LVDr0132vUI](https://youtu.be/LVDr0132vUI)

2026-01-26 - 2026-02-01

* Using Floating-point in C++: What Works, What Breaks, and Why - Egor Suvorov - [https://youtu.be/m83TjrB6wYw](https://youtu.be/m83TjrB6wYw)
* Cross-Platform Package Management for Modern C++ Development with Pixi - Ruben Arts - [https://youtu.be/SQk0lKv2swk](https://youtu.be/SQk0lKv2swk)
* Mastering the Code Review Process - Pete Muldoon - [https://youtu.be/6a3CNRMssQE](https://youtu.be/6a3CNRMssQE)
* Networks in C++ - What's Actually Changing? - Ignas Bagdonas - [https://youtu.be/dVSCMJlHXQM](https://youtu.be/dVSCMJlHXQM)
* Compiler Explorer: The Features You Never Knew Existed - Matt Godbolt - [https://youtu.be/3W0vE\_VKokY](https://youtu.be/3W0vE_VKokY)

**ADC**

2026-02-09 - 2026-02-15

* How To Learn Audio Plugin Development With JUCE in 2026 (for free) - Jan Wilczek & Tom Poole - ADC 2025 - [https://youtu.be/MCL1BRsEEYc](https://youtu.be/MCL1BRsEEYc)
* Learnings from a Decade of Being a Mentor in Game Audio - Jorge Garcia - ADCx Gather 2025 - [https://youtu.be/Er\_C2652Bxw](https://youtu.be/Er_C2652Bxw)
* Channel Agnosticism in MetaSounds - Simplifying Audio Formats for Reusable Graph Topologies - Aaron McLeran - ADC 2025 - [https://youtu.be/vC-jnag-w9Q](https://youtu.be/vC-jnag-w9Q)

2026-02-02 - 2026-02-08

* Real-Time, Low Latency and High Temporal Resolution Spectrograms - Alexandre R.J. Francois - [https://youtu.be/QbNPA5QJ6OU](https://youtu.be/QbNPA5QJ6OU)
* Audio Codec Switching in the Linux Kernel for Automotive Edge Devices - Rutvij Trivedi - [https://youtu.be/eo2wWQQNYbI](https://youtu.be/eo2wWQQNYbI)
* Instrument Your Code So it Can Sing - Adam Shield - [https://youtu.be/Ll8h2ASyicA](https://youtu.be/Ll8h2ASyicA)

2026-01-26 - 2026-02-01

* Minimalistic Music Composition with C++ - Xyzzy - ADCx Gather 2025 - [https://youtu.be/9x49IxlrkqI](https://youtu.be/9x49IxlrkqI)
* The Real Waveform Matters - The Samples Are Not Always What They Seem - Jamie Angus-Whiteoak - ADC 2025 - [https://youtu.be/8eEWK6Fez8c](https://youtu.be/8eEWK6Fez8c)

**C++ Under The Sea**

2026-02-02 - 2026-02-09

* INBAL LEVI - Welcome to 0.1 of the meta::\[\[verse\]\]! - [https://www.youtube.com/watch?v=PEr6XVALpVk&pp=0gcJCYcKAYcqIYzv](https://www.youtube.com/watch?v=PEr6XVALpVk&pp=0gcJCYcKAYcqIYzv)
* LIEVEN DE COCK - Space Invaders: The Spaceship Operator is upon us -

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C++ - Reddit

Back to Basics: Iterators in C++ - Nicolai Josuttis - CppCon 2023
https://www.youtube.com/watch?v=26aW6aBVpk0

https://redd.it/1r5nrqw
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C++ - Reddit

The story of making RocksDB ingestion 23x times faster
https://blog.serenedb.com/building-faster-ingestion

https://redd.it/1r2zehg
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C++ - Reddit

Writing my own version control in cpp (Cpp my toxic lover)

damn i love cpp

but idk if cpp loves me back . raw dawgging a version control its called D.I.C.K

here's a link look at it roast it make me cry

https://redd.it/1r5a60o
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C++ - Reddit

Unordered vector
https://github.com/Mjz86/String/blob/main/unordered_vector.md

https://redd.it/1r5787t
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C++ - Reddit

Back to Basics: (Range) Algorithms in C++ - Klaus Iglberger - CppCon 2023
https://www.youtube.com/watch?v=eJCA2fynzME

https://redd.it/1r3yvwj
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C++ - Reddit

Automatic casting with applications to extension methods and UFCS (language evolution)

INTRODUCTION

I'm a fan of UFCS, I probably think too much about it. Maybe here's a different direction towards UFCS.
The idea is that a simple language addition could (through some development)
lead to Extension Methods and UFCS.

This language addition might be called automatic casting.

CHAPTER 1: AUTO-CAST

Say that I want to call the std::string member function find_first_of on a const char*
string, "Hello3".

Of course, I can't call

"Hello3".findfirstof("123")

but it's easy if I first convert the C string into a std::string:

string("Hello3").findfirstof("123")

Maybe we could invent some syntax to tell the compiler to
auto-cast a const char* to a string, where needed:

// auto-cast const char to string.
auto operator string(const char
s){return string(s);}

We have entered the realm of MMINAE (missing member is not an error). If the
compiler can't resolve a member function, it will then apply the user-defined
auto-casts (in order) until the casted value can resolve the member function, which
is then used.

More complicated auto-casts can be defined. For example, this will
auto-cast an int to a string, by converting the digits to ASCII:

auto operator string(int n){return tostring(n);}

Then this allows code like:

(654321).find
firstof("123")

which will, after some MMINAE scanning, convert this code to:

to
string(654321).findfirstof("123")

CHAPTER 2: EXTENSION METHODS

I'd like to extend std::string by adding another member function, hasInt(int n).
Not by actually going into the <string> header file and adding a member function,
but by creating some code to give that illusion.

First, I define a helper class that provides the hasInt member function:

struct StringHasInt : public string {
bool hasInt(int n){
return this->contains(tostring(n));
}
};

Then define an auto-cast from a `string` to a `StringHasInt`:

auto operator StringHasInt(string s){return static
cast<StringHasInt>(s);}

Thus, when I call hasInt on a string:

string text;
...
text.hasInt(123);

MMINAE scanning will activate, and resolve the missing member by converting to the code:

staticcast<StringHasInt>(text).hasInt(123);

**CHAPTER 3: UFCS**

So, if we want to "do the UFCS" and would like to get from:

bool hasInt(const string s, int n){...etc...

to

text.hasInt(123)

by a simple macro call:

MAKE
UFCS(hasInt);

How is this done? The macro magic to convert this to a
helper class followed by an auto-cast is
left as an exercise to the reader!

https://redd.it/1r4z40v
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C++ - Reddit

Library for Interactive/REPL CLI?

Im developing a time series database that requires an interactive CLI, I was recommended CLI11 however this isn't good for interactive/REPL style CLIs, any suggestions?

https://redd.it/1r4xcaw
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C++ - Reddit

Learn Task-Parallel Programming using Taskflow and Modern C++ -- Video Series
https://www.youtube.com/playlist?list=PLyCypiNN-fjlSioqrEkL4QsKZBawA5Zk1

https://redd.it/1r0f7y6
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C++ - Reddit

Lightweight: Almost-zero-overhead C++23 SQL library with DataMapper ORM, migrations, and backup/restore

Hi r/cpp,

We're excited to share **Lightweight**, a modern C++23 ODBC wrapper we've been building to solve our need for high-level SQL access without runtime overhead.

**Philosophy:** Down-to-zero runtime cost is mandatory requirement. We reduce high-level API into near-raw ODBC calls during compilation by using compile-time reflection techniques.

**GitHub:** https://github.com/LASTRADA-Software/Lightweight/
**Docs:** https://lastrada-software.github.io/Lightweight/

---

## Low-Level API: SqlStatement & SqlConnection

For those who want direct control, the core API is clean and minimal:

```cpp
auto stmt = SqlStatement {};

// Direct execution
stmt.ExecuteDirect("SELECT * FROM Users WHERE age > 21");
while (stmt.FetchRow())
std::println("{}: {}", stmt.GetColumn<int>(1), stmt.GetColumn<std::string>(2));

// Prepared statements with type-safe binding
stmt.Prepare(R"(INSERT INTO Employees (name, department, salary) VALUES (?, ?, ?))");
stmt.Execute("Alice", "Engineering", 85'000);
stmt.Execute("Bob", "Sales", 72'000);

// Output column binding
std::string name(50, '\0');
int salary {};
stmt.Prepare("SELECT name, salary FROM Employees WHERE id = ?");
stmt.BindOutputColumns(&name, &salary);
stmt.Execute(42);
```

### Bulk Insertions

Insert thousands of rows efficiently with a single call:

```cpp
stmt.Prepare(R"(INSERT INTO Employees (name, department, salary) VALUES (?, ?, ?))");

// Works with mixed container types
auto names = std::array { "Alice"sv, "Bob"sv, "Charlie"sv };
auto depts = std::list { "Eng"sv, "Sales"sv, "Ops"sv }; // even non-contiguous!
unsigned salaries[] = { 85'000, 72'000, 68'000 };

stmt.ExecuteBatch(names, depts, salaries); // Single ODBC batch call
```

Three batch methods for different scenarios:
- `ExecuteBatchNative()` - Fastest, requires contiguous memory
- `ExecuteBatchSoft()` - Works with any range (std::list, etc.)
- `ExecuteBatch()` - Auto-selects the best method

---

## DataMapper: High-Level ORM

Define your schema as C++ structs, and the DataMapper handles the rest:

```cpp
struct Person
{
Field<SqlGuid, PrimaryKey::AutoAssign> id;
Field<SqlAnsiString<25>> name;
Field<bool> is_active { true };
Field<std::optional<int>> age;
};

void Example(DataMapper& dm)
{
dm.CreateTable<Person>();

auto person = Person { .name = "John", .is_active = true, .age = 30 };
dm.Create(person); // INSERT - id auto-assigned

person.age = 31;
dm.Update(person); // UPDATE

// Fluent query API
auto active = dm.Query<Person>()
.Where(FieldNameOf<&Person::is_active>, "=", true)
.OrderBy(FieldNameOf<&Person::name>)
.All();

dm.Delete(person); // DELETE
}
```

---

## Relationships with Lazy Loading

```cpp
struct User
{
Field<SqlGuid, PrimaryKey::AutoAssign> id;
Field<SqlAnsiString<30>> name;
HasMany<Email> emails; // One-to-many
};

struct Email
{
Field<SqlGuid, PrimaryKey::AutoAssign> id;
Field<SqlAnsiString<100>> address;
BelongsTo<&User::id, SqlRealName{"user_id"}> user; // <--- Foreign key relation
};

// Navigate relationships naturally
auto email = dm.QuerySingle<Email>(emailId).value();
auto userName = email.user->name; // Lazy-loaded

// Or iterate
user.emails.Each([](Email const& e) {
std::println("Email: {}", e.address.Value());
});
```

Also supports `HasManyThrough` for many-to-many relationships via join tables.

---

## Database Migrations in Pure C++

No external tools or SQL files - define migrations as C++ code:

```cpp
LIGHTWEIGHT_SQL_MIGRATION(20240115120000, "create users table")
{
using namespace SqlColumnTypeDefinitions;

plan.CreateTable("users")
.PrimaryKey("id", Guid())
.RequiredColumn("name", Varchar(50)).Unique().Index()
.RequiredColumn("email", Varchar(100)).Unique()
.Column("password", Varchar(100))
.Timestamps(); // created_at, updated_at
}

// Apply pending migrations
auto& manager =

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C++ - Reddit

to each client's send buffer via ZeroCopyOutputStream → N serializations
* Optimized: serialize once to a lightweight buffer, then memcpy to each client's send buffer

&#8203;

// Before: O(N) serializations
for (auto& client : clients) {
client->Send(message); // serializes each time
}

// After: O(1) serialization + O(N) memcpy
LightWeightSendStream stream;
message.SerializeToZeroCopyStream(&stream);
for (auto& client : clients) {
client->Send(stream); // fast memcpy only
}

# 7. Debugging memory corruption with hardware breakpoints

We had a bug where a 192-byte lambda capture was being corrupted at byte offset 136 — intermittently, in production only. Traditional debugging was useless.

Our approach:

1. **Canary message:** Send a dummy message of the same size before the real one. The dummy gets corrupted instead, and we detect it with a known byte pattern.
2. **Hardware breakpoints:** Use CPU debug registers (DR0–DR7) to trigger on write access to the predicted corruption address at runtime.

&#8203;

CONTEXT context;
context.Dr0 = (DWORD_PTR)(target_address); // address to watch
context.Dr7 |= (1 << 0); // enable Dr0
context.Dr7 |= (1 << 16); // write access
context.Dr7 |= (3 << 18); // 4 bytes
SetThreadContext(thread_handle, &context);

Combined with `AddVectoredExceptionHandler` and `CaptureStackBackTrace`, this lets us catch the exact call stack that writes to a specific memory address — without attaching a debugger.

**Limitation:** Hardware breakpoints are per-thread (set via thread context), so you only catch corruption if the writing thread is the one with the breakpoint installed.

# 8. Async stack traces for crash dump analysis

With deeply nested async calls (Post → Promise → Task), traditional call stacks are useless — you just see the event loop scheduler. We implemented [async stack traces inspired by Folly](https://developers.facebook.com/blog/post/2021/09/16/async-stack-traces-folly-Introduction/) and Visual Studio Natvis visualizations to reconstruct the logical async call chain in crash dumps.

For unhandled exceptions in coroutines, we store the source location in a static variable so crash dumps always show where the coroutine was last suspended — bridging the gap between the physical stack (scheduler) and the logical stack (your actual code).

# 9. Modern C++ features we adopted (and pre-implemented)

We use C++20 fully (Concepts, Ranges, Coroutines — but not Modules yet, VS support was insufficient at launch). We also pre-implemented several C++23/26 features:

* `std::expected` (C++23) — error handling without exceptions
* `std::ranges::to`, `enumerate`, `zip`, `cartesian_product` (C++23)
* `std::function_ref` (C++26) — lightweight non-owning callable wrapper, zero allocation
* `std::ranges::concat_view` (C++26)

We tried to adopt C++20 Modules in early 2023 but had to stop due to incomplete VS implementation. We're preparing to retry now with VS 2022 updates.

We're excited about C++26's Compile-time Reflection, `hazard_pointer`/RCU, Execution control library, and Contracts.

Happy to answer questions about any of these topics. After 2 years of live service with millions of players, the biggest takeaway is: **the bugs that matter in production are almost never the ones you test for.**

https://redd.it/1qzzdjf
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C++ - Reddit

Lessons learned from 2 years of operating a C++ MMO game server in production

I've been working as a server team lead and technical director on a large-scale MMO for the past 2+ years, from launch through live service. Our server runs on Windows, written in C++20 (MSVC) with an in-house Actor model, protobuf serialization, and our own async framework built on C++20 coroutines. I wanted to share some hard-won lessons that might be useful to others writing performance-critical C++ in production.

# 1. A data race in std::sort comparators that led to memory corruption

This was our most painful category of bugs. **The root cause was a data race**, but it manifested in a surprising way: a violation of [strict weak ordering](https://en.cppreference.com/w/cpp/named_req/Compare.html) inside `std::sort`, which invokes **undefined behavior** — and in practice, this means **memory corruption**, not a nice crash.

**The trap:** We had NPCs sorting nearby targets by distance:

std::sort(candidates.begin(), candidates.end(),
[&self](const auto& lhs, const auto& rhs) {
auto lhs_len = Vec2(self->pos() - lhs->pos()).Length();
auto rhs_len = Vec2(self->pos() - rhs->pos()).Length();
return lhs_len < rhs_len;
});

This looks correct at first glance — `<` on floats is a valid strict weak ordering, right? The real problem was that **the objects' positions were being updated by other threads while** `std::sort` **was running.** Each comparator call recomputed distances from live positions, so `compare(a, b)` could return a different result depending on *when* it was called. This breaks transitivity: if `a < b` and `b < c` were evaluated at different moments with different position snapshots, `a < c` is no longer guaranteed. `std::sort` assumes a consistent total order — violate that and it reads out of bounds, corrupting memory.

We fixed it by pre-computing distances into a `vector<pair<Fighter*, float>>` *before* sorting, so the comparator operates on stable, snapshot values:

for (auto& [fighter, dist] : candidates) {
dist = Vec2(self->pos() - fighter->pos()).Length();
}
std::sort(candidates.begin(), candidates.end(),
[](const auto& lhs, const auto& rhs) {
return lhs.second < rhs.second; // comparing cached values — safe
});

We found **multiple instances** of this pattern in our codebase, all causing intermittent memory corruption that took weeks to track down.

**Lesson:** A comparator that calls any non-const external state is a ticking time bomb. Pre-compute, then sort.

# 2. Re-entrancy is a silent killer

In an MMO, game logic chains are deeply interconnected. Example:

1. Player uses a skill that heals self on cast
2. HP recovery triggers a debuff check
3. Debuff applies stun, which cancels the skill
4. Skill cancel calls `Stop()` which deletes the current state
5. Control returns to the skill's `BeginExecution()` which accesses the now-deleted state

We developed three strategies:

|Strategy|When to use|
|:-|:-|
|**Prevent** (guard with assert on re-entry)|FSMs, state machines — crash immediately if re-entered|
|**Defer** (queue for later execution)|When completeness matters more than immediacy|
|**Allow** (remove from container before processing)|Hot paths where performance is critical|

The "prevent" approach uses a simple RAII guard:

class EnterGuard final {
explicit EnterGuard(bool* entering) : entering_(entering) {
DEBUG_ASSERT(*entering_ == false); // crash on re-entry
*entering_ = true;
}
~EnterGuard() { *entering_ = false; }
bool* entering_;
};

This caught a real live-service crash where an effect was being duplicated in a heap due to re-entrant processing during abnormal-status stacking policy evaluation.

# 3. Actor model on a 72-core machine: beware the Monolithic Actor

Our server uses a **single-process Actor model on 72-core machines** — not a distributed actor system across multiple nodes. The goal is to maximize utilization of all cores within one

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C++ - Reddit

WCout - a C++ utility to format and display data. It uses '<<' to format, add and display data
https://github.com/pinardmichel14-sudo/WCoutSrc

https://redd.it/1qzu5g4
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C++ - Reddit

Como aprender c++?

Estoy iniciando 2do semestre de ing de sistemas, este semestre tengo que ver programacion avanzada y la verdad no se como pase introduccion a la programacion, siento que no aprendi nada y todo lo que se viene en avanzada es un salto muy grande comparado con lo anterior, se lo basico pero no he podido avanzar, he visto miles de videos en yotuube, he repasado las clases del semestre anterior y no avanzo, que libros, cursos o que ruta me recomiendan para poder aprender rapido y no perder esta materia que me atrasaria un semestre, por favor ayuda....

https://redd.it/1qzn996
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C++ - Reddit

[https://www.youtube.com/watch?v=muJL-\_ymx-0](https://www.youtube.com/watch?v=muJL-_ymx-0)
* MARTIJN TERPSTRA - Low Overhead Multi-threaded Logging for Low-latency Applications - [https://www.youtube.com/watch?v=AjnQBHu0AhE](https://www.youtube.com/watch?v=AjnQBHu0AhE)
* FREDRICK OMONDI - Introduction to Writing and Profiling GPU Kernels - [https://www.youtube.com/watch?v=0PvjR\_\_R5kI](https://www.youtube.com/watch?v=0PvjR__R5kI)
* PHIL NASH - Mastering the Special Member Functions : The Rules of 0 to 5 and Beyond - [https://www.youtube.com/watch?v=PEr6XVALpVk&amp;pp=0gcJCYcKAYcqIYzv](https://www.youtube.com/watch?v=PEr6XVALpVk&amp;pp=0gcJCYcKAYcqIYzv)

**Meeting C++**

2026-01-26 - 2026-02-01

* Purging undefined behavior and Intel assumptions in Legacy Codebases - Roth Michaels - [https://www.youtube.com/watch?v=b7SZdhrEsic](https://www.youtube.com/watch?v=b7SZdhrEsic)
* 25+ years of pathfinding problems with C++ - Raymi Klingers - [https://www.youtube.com/watch?v=lEBQveBCtKY](https://www.youtube.com/watch?v=lEBQveBCtKY)
* Speed for Free - current state of auto vectorizing compilers - Stefan Fuhrmann - [https://www.youtube.com/watch?v=m2vVWkFsrM0](https://www.youtube.com/watch?v=m2vVWkFsrM0)

**ACCU Conference**

2026-01-26 - 2026-02-01

* The Beman Project: Testing C++ Library Proposals Before Standardization - Dietmar Kühl - ACCU 2025 Short Talks - [https://youtu.be/wXQE\_Upqbms](https://youtu.be/wXQE_Upqbms)
* A Sixth Seam in TDD? - Python Testing, Test Doubles & Legacy Code at Kosli - Jon Jagger - ACCU 2025 Short Talks - [https://youtu.be/62EltmSbqro](https://youtu.be/62EltmSbqro)
* What, What? - When We Think We Understand - Nara Morrison - ACCU 2025 Short Talks - [https://youtu.be/W0vAsaL\_svY](https://youtu.be/W0vAsaL_svY)

https://redd.it/1r6ft3n
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C++ - Reddit

Favorite optimizations ??

I'd love to hear stories about people's best feats of optimization, or something small you are able to use often!

https://redd.it/1r65r5r
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C++ - Reddit

CppCon 2026 - Cost & Preparations

Hi Everyone, 

I'm planning to attend CppCon 2026 for the first time.
I'll be flying from the other half of the world for this, which isn't cheap by any means (tickets are around$1700).
I've been saving up money for some time now, but I was wondering, can somebody help me with how much the tickets and accommodations cost in general so I can be prepared ?
I understand that tickets sell cheaper usually for students. If so, how much cheaper? (I'm a student if that makes a difference.)

Thanks in advance guys!

https://redd.it/1r5j276
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C++ - Reddit

Title: UltrafastSecp256k1 — Zero-dependency C++20 secp256k1 with ASM backends, CUDA/ROCm, and 9 platform targets

After 3+ years of development, I'm sharing **UltrafastSecp256k1** — a complete secp256k1 implementation in modern C++20 with zero external dependencies.

**What makes it different:**

* **Zero dependencies** — SHA-256, SHA-512, Keccak-256, RIPEMD-160, Base58, Bech32 all implemented from scratch
* **Multi-backend assembly** — x64 MASM/GAS (BMI2/ADX), ARM64 (MUL/UMULH), RISC-V (RV64GC)
* **SIMD** — AVX2/AVX-512 batch operations, Montgomery batch inverse
* **GPU** — CUDA (4.63M kG/s), OpenCL (3.39M kG/s), ROCm/HIP
* **Constant-time** — Separate `secp256k1::ct` namespace, Montgomery ladder, no flag switching
* **Hot path contract** — Zero heap allocations, explicit buffers, fixed-size POD, in-place mutation
* **9 platforms** — x64, ARM64, RISC-V, ESP32, STM32, WASM, iOS, Android, CUDA/ROCm

**Protocol coverage:**
ECDSA (RFC 6979, low-S, recovery), Schnorr (BIP-340), MuSig2, FROST, Adaptor sigs, Pedersen commitments, Taproot, BIP-32/44, Silent Payments (BIP-352), ECDH, multi-scalar multiplication, batch verification, 27+ coin address generation.

**Design philosophy:**


**Algorithm > Architecture > Optimization > Hardware**

**Memory traffic > Arithmetic**

**Correctness is absolute; performance is earned**

Everything is `constexpr`\-friendly where possible. No exceptions, no RTTI, no virtual calls in compute paths.

200+ tests, fuzz harnesses, known vector verification.

Happy to answer questions about the architecture, assembly backends, or GPU implementation.

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Simulating Atoms Using C++
https://www.youtube.com/watch?v=OSAOh4L41Wg

https://redd.it/1r56l12
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C++ - Reddit

HPX Tutorials: Futures & Async
https://www.youtube.com/watch?v=OZWTmrlWUF0

https://redd.it/1r3r8l9
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Another writeup of how to implement C++ coroutines

https://rhidian-server.com/implementing-c-coroutines/

Hope you enjoy, feel free to provide critiques and/or feedback :) I want to tackle coroutine memory safety next, as it's something that's really essential to coroutines and using them throughout your codebase

https://redd.it/1r4272l
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C++ - Reddit

Your Optimized Code Can Be Debugged - Here's How With MSVC C++ Dynamic Debugging - Eric Brumer
https://youtu.be/YnbO140OXuI?si=4TH-5q78yyB0z-ME

https://redd.it/1r42u61
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C++ - Reddit

Profiling on Windows: a Short Rant · Mathieu Ropert
https://mropert.github.io/2026/02/13/profiling_on_windows/

https://redd.it/1r4i068
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MigrationManager::GetInstance();
manager.CreateMigrationHistory();
size_t applied = manager.ApplyPendingMigrations();
```

Supports rollbacks, dry-run preview, checksum verification, and distributed locking for safe concurrent deployments.

---

## Backup & Restore

Full database backup/restore with progress reporting:

```cpp
#include <Lightweight/SqlBackup.hpp>

// Backup to compressed archive (multi-threaded)
SqlBackup::Backup(
"backup.zip",
connectionString,
4, // concurrent workers
progressManager,
"", // schema
"*", // table filter (glob)
{}, // retry settings
{ .method = CompressionMethod::Zstd, .level = 6 }
);

// Restore
SqlBackup::Restore("backup.zip", connectionString, 4, progressManager);
```

Preserves indexes, foreign keys (including composite), and supports table filtering.

---

## Supported Databases

- Microsoft SQL Server
- PostgreSQL
- SQLite3

Works anywhere ODBC works (Windows, Linux, macOS).

---

## What's Next

We're actively developing and would love feedback. The library is production-ready for our use cases, but we're always looking to improve the API and add features.

We also consider abstracting away ODBC such that it could support non-ODBC databases like SQLite3 directly without the ODBC layer. That's a longer-term goal, but definitely a goal.

We currently focus on SQL tooling (migrations and backup/restore) as both are quite young additions that are still evolving.

Questions and PRs welcome!

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What coding style would make you adopt a C++ library?

I maintain https://github.com/aregtech/areg-sdk, a C++ framework for building distributed service-oriented systems. Think of it as a lightweight alternative to gRPC/DDS for cases where your services need to work identically across threads, processes, and networked machines. Same code, zero changes, just reconfigure the deployment.

We're planning a major modernization pass (targeting min C++17) and kicked off a https://github.com/aregtech/areg-sdk/discussions/669 in the repo. Before we commit to breaking changes, I'd love to hear what the community actually prefers.

Quick context on what we have at the moment:

PascalCase types, camelCase methods, mPascalCase members
Mixture of const char* and std::string_view in public APIs
Mixture of plain and smart pointers
Macros for logging scopes, code visibility, and code generator
C++17 minimum required version

What we're considering:

Modernizing APIs to use std::string_view, constexpr, and concepts (if we go for C++20)
Smart pointers where applicable
Switching to snake_case to align with STL (or maybe staying camelCase?)
Reducing macro usage where C++17/C++20 features can replace them
Two-parameter logging macros to fix path separator ambiguity (if switch camel_case)

The real question: When you evaluate a C++ library, what makes you close the tab? Is it the naming convention / coding style? The API modernity? Documentation? Something else entirely?

Some modernizations are crystal clear. Others are not. For example, is it worth switching to C++20, or will that lock out embedded developers (embedded Linux, Zephyr RTOS)? Which version of C++ are you using in your projects, and would you be willing to adopt a library that requires C++20?

If you're curious about the architecture: it's an event-driven, fire-and-forget model where services communicate through auto-generated proxies. The framework handles serialization, message routing, and thread-safe dispatch. A service consumer calls requestXxx(param), the provider implements requestXxx(param) and calls responseXxx(result). All routing is automatic. The same code works for inter-thread, IPC, and network communication, where the transport remains transparent.

Would love honest feedback. We're a small project trying to do things right.

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process. Each actor has its own message queue and processes messages sequentially, scheduled across a thread pool.

The key performance principle: **distribute work across many actors so all 72 cores stay busy.**

But in live service, we hit an unexpected bottleneck: **field bosses.**

The game originally designed all zones as PvP-enabled, so field bosses were meant to be PvPvE encounters — players would fight each other while fighting the boss, naturally distributing load. But a late design change introduced "peace mode" (no PvP). Result: 2000+ players stood still in one spot, spamming skills at a single NPC. That NPC's actor became a Monolithic Actor — hundreds of message producers, one sequential consumer. Its message queue grew faster than one core could drain it, while the other 71 cores sat idle waiting.

Our general strategies for preventing singleton actor bottlenecks:

1. **Split by purpose** (ClientRepo, GuildRepo, SessionRepo — never one god-repository)
2. **Shard by hash** (N actors with modulo routing for request-heavy workloads)
3. **Per-thread read copies** (for read-heavy data like spatial indexes — reads are lock-free, only writes go through the actor)

For the field boss specifically, we added **MulticastProxyActors**. Profiling showed the dominant cost inside the boss actor was broadcasting packets to hundreds of nearby players (N² fan-out). The boss now delegates packet broadcasting to a pool of proxy actors, keeping its own queue focused on game logic.

# 4. TCP Bandwidth-Delay Product bit us in production

During a beta test hosted on AWS in a distant region, players with high-latency connections (\~200ms RTT) kept disconnecting during large-scale battles. The symptom: throughput capped at \~50 KB/sec.

After ruling out client issues with a headless client test, we traced the problem to our network layer using Windows Registered I/O (RIO). The send buffer was sized at only 8KB. Since sends complete only after the data is ACKed, with 200ms RTT the pipeline stalls: **8KB / 200ms = 40 KB/sec maximum throughput.**

The fix was simply increasing the RIO send buffer size. That's it — a one-line config change. But it took days of investigation across network, client, and server teams to find it. The deeper lesson was: **understand TCP fundamentals (BDP = Bandwidth × RTT) when sizing your I/O buffers**, especially when deploying to regions with higher latency than your test environment.

# 5. C++20 Coroutines: powerful but deceptive

We adopted C++20 coroutines (`co_await`) alongside our existing Promise-based async. Coroutines are great for readability, but they create a **dangerous illusion of synchronous code.**

Task<void> OnRecvSellWeapon() {
const Item* weapon = pc->GetWeapon(id);
if (!pc->CanSell(weapon)) co_return;

co_await *shop_npc; // ← context switch!
if (!shop_npc->CanBuy(weapon)) co_return; // ← weapon may be deleted!

co_await *pc; // ← context switch!
pc->AddGold(weapon->price); // ← weapon may be deleted!
}

The code reads like a synchronous function, but each `co_await` switches to a different actor's context. Between suspension points, **any pointer or reference may have been invalidated** — other actors keep running. Developers naturally forget this because the code *looks* sequential.

**The coroutine paradox:**

* Pro: "Reads like synchronous code"
* Con: "Developers forget it's asynchronous"

Solutions: acquire ownership (`unique_ptr`), re-validate after resume, or copy values before suspension points.

We follow C++ Core Guidelines strictly: [CP.51](https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#cpcoro-coroutines) (no capturing lambda coroutines), CP.52 (no locks across suspension), CP.53 (no reference params to coroutines).

# 6. Protobuf serialization: serialize once, copy many

For multicast packets (same message to hundreds of players), we learned that:

* **Serialization cost >> memory copy cost**
* Initial approach: serialize directly

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Is there a portable version of Visual Studio Runtime?

I need to run some portable apps, thanks. And if this isn't the right place to ask, well, divert me to the right place.

https://redd.it/1qzyfrx
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Just figured i know nothing about C++

i claimed to be w C++ programmer bc i know how to code in it but when someone asked me about the the theoretical part of programming/Coding aka C++ i couldn't answer

all this months were just pure practice with no real understanding

i have a note ready to be filled with pencil writing and idk what to do or where to start or if i should even start from 0

im a game dev and i did some projects in raylib

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what motivates you about C++?

What motivates you to use and continue learning the language? I mean Ive been messing with C++ for years and its a pretty annoying language to be honest. When I compare it to Python it is awfully complicated. The only reason I still fuk wit C++ is because thats what I learned and I make good buck with it. So yall doing it for the money or the fame?

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