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Many bad coding standards have been set by people who don't understand the language well, don't understand software development well, or try to legislate too much. A bad coding standard quickly loses credibility and at best even its valid guidelines are liable to be ignored by disenchanted programmers who dislike or disagree with its poorer guidelines. That's at best at worst, a bad standard might actually be enforced.



This book addresses this pervasive problem by providing essential, common knowledge that every professional C++ programmer needs to know, in a form that is pared to its essentials and that can be efficiently and accurately absorbed. Much of the information is already available from other sources or is part of that compendium of unwritten information that all expert C++ programmers know.



The idea of templates in C++ is more than ten years old. C++ templates were already documented in 1990 in the Annotated C++ Reference Manual or so-called ARM and they had been described before that in more specialized publications. However, well over a decade later we found a dearth of literature that concentrates on the fundamental concepts and advanced techniques of this fascinating, complex, and powerful C++ feature.



We present an architectural approach to distributed and parallel programming using the C++ language. Particular attention is paid to how the C++ standard library, algorithms, and container classes behave in distributed and parallel environments. Methods for extending the C++ language through class libraries and function libraries to accomplish distributed and parallel programming tasks are explained.



If you've been developing networked software systems for many years, you may have learned to accept some of these problems as a fact of life. There is a better way, however. In this book, we show how C++ and ACE provide object-oriented capabilities that allow you to avoid many traps and pitfalls, while still leveraging standards—and even certain platform-specific features—whenever possible. Object-oriented designs exhibit greater stability over time than algorithmic designs, which makes them the preferred basis for developing many types of networked applications.



In 1998 Dave had the privilege of attending a workshop in Generic Programming at Dagstuhl Castle in Germany. Near the end of the workshop, a very enthusiastic Kristof Czarnecki and Ullrich Eisenecker (of Generative Programming fame) passed out a few pages of C++ source code that they billed as a complete Lisp implementation built out of C++ templates. At the time it appeared to Dave to be nothing more than a curiosity, a charming but impractical hijacking of the template system to prove that you can write programs that execute at compile time.



Learning the fundamentals of a programming language is one thing; learning how to design and implement effective programs in that language is something else entirely. This is especially true of C++, a language boasting an uncommon range of power and expressiveness. Properly used, C++ can be a joy to work with. An enormous variety of designs can be directly expressed and efficiently implemented.



This book is for C++ programmers who are frustrated with some of the limitations of the standard C++ library.



This book is about Borland’s C++ Builder.



Advanced CORBA® Programming with C++ provides designers and developers with the tools required to understand CORBA technology at the architectural, design, and source code levels.



This is the third edition of C++: The Complete Reference.



This book is about GCC



This document contains the guidelines for writing C/C++ code for Dynamic Software Solutions.



Algorithms and Networking for Computer Games



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