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44 45 46 47</head> 48 49<body > 50 <header role="banner"><hgroup> 51 <h1><a href="/"><img src="/images/header.png" alt="Preshing on Programming"/>Preshing on Programming</a></h1> 52 53</hgroup> 54 55</header> 56 <nav role="navigation"><ul class="subscription" data-subscription="rss"> 57 <li><a href="https://twitter.com/preshing" rel="follow-twitter" title="Follow on Twitter">Twitter</a></li> 58 <li><a href="/feed" rel="subscribe-rss" title="Subscribe via RSS">RSS</a></li> 59 60</ul> 61 62<ul class="main-navigation"> 63 <li><a href="/">Blog</a></li> 64 <li><a href="/archives">Archives</a></li> 65 <li><a href="/about">About</a></li> 66 <li><a href="/contact">Contact</a></li> 67</ul> 68 69</nav> 70 <div id="main"> 71 <div id="content"> 72 <div class="blog-index"> 73 74 75 76 <article> 77 78 <header> 79 80 <p class="meta"> 81 82 83 84 85 86 87 88 89 90 91 92 93<time datetime="2021-03-15T08:10:00-04:00" pubdate data-updated="true">Mar 15, 2021</time> 94 95 </p> 96 97 98 <h1 class="entry-title"><a href="/20210315/how-cpp-resolves-a-function-call">How C++ Resolves a Function Call</a></h1> 99 100 </header> 101 102 103 <div class="entry-content"><p>C is a simple language. You’re only allowed to have one function with each name. C++, on the other hand, gives you much more flexibility:</p> 104 105<ul> 106 <li>You can have multiple functions with the same name (<a href="https://docs.microsoft.com/en-us/cpp/cpp/function-overloading">overloading</a>).</li> 107 <li>You can overload <a href="https://isocpp.org/wiki/faq/operator-overloading">built-in operators</a> like <code>+</code> and <code>==</code>.</li> 108 <li>You can write <a href="https://isocpp.org/wiki/faq/templates#fn-templates">function templates</a>.</li> 109 <li><a href="https://docs.microsoft.com/en-us/cpp/cpp/namespaces-cpp">Namespaces</a> help you avoid naming conflicts.</li> 110</ul> 111 112<p>I like these C++ features. With these features, you can make <code>str1 + str2</code> return the concatenation of two strings. You can have a pair of 2D points, and another pair of 3D points, and overload <code>dot(a, b)</code> to work with either type. You can have a bunch of array-like classes and write a single <code>sort</code> function template that works with all of them.</p> 113 114</div> 115 116 117 <footer> 118 <a rel="full-article" href="/20210315/how-cpp-resolves-a-function-call">Read on →</a> 119 </footer> 120 121 122 123 </article> 124 125 126 <article> 127 128 <header> 129 130 <p class="meta"> 131 132 133 134 135 136 137 138 139 140 141 142 143<time datetime="2020-12-10T15:23:00-05:00" pubdate data-updated="true">Dec 10, 2020</time> 144 145 </p> 146 147 148 <h1 class="entry-title"><a href="/20201210/flap-hero-code-review">Flap Hero Code Review</a></h1> 149 150 </header> 151 152 153 <div class="entry-content"><p>Flap Hero is a small game written entirely in C++ without using an existing game engine. All of its source code is available <a href="https://github.com/arc80/FlapHero">on GitHub</a>. I think it can serve as an interesting resource for novice and intermediate game developers to study.</p> 154 155<p><a href="https://github.com/arc80/FlapHero"><img class="center" src="/images/flaphero-github-button.svg" /></a></p> 156 157<p>In this post, I’ll explain how Flap Hero’s code is organized, how it differs from larger game projects, why it was written that way, and what could have been done better.</p> 158 159<p>Very little information in this post is specific to C++. Most of it would still be relevant if Flap Hero was written in another language like C#, Rust or plain C. That said, if you browse (or build) the source code, you will need some fluency in C++. <a href="https://learncpp.com">Learn C++</a> and <a href="https://learnopengl.com">Learn OpenGL</a> are two great resources for beginners. For the most part, Flap Hero’s source code sticks to a fairly straightforward subset of C++, but the deeper you go into its low-level modules (like <a href="https://github.com/arc80/plywood/tree/main/repos/plywood/src/runtime/ply-runtime"><code>runtime</code></a>), the more you’ll encounter advanced C++ features like templates and SFINAE.</p> 160 161</div> 162 163 164 <footer> 165 <a rel="full-article" href="/20201210/flap-hero-code-review">Read on →</a> 166 </footer> 167 168 169 170 </article> 171 172 173 <article> 174 175 <header> 176 177 <p class="meta"> 178 179 180 181 182 183 184 185 186 187 188 189 190<time datetime="2020-11-26T07:52:00-05:00" pubdate data-updated="true">Nov 26, 2020</time> 191 192 </p> 193 194 195 <h1 class="entry-title"><a href="/20201126/a-small-open-source-game-in-cpp">A Small Open Source Game In C++</a></h1> 196 197 </header> 198 199 200 <div class="entry-content"><p>I just released a mobile game called <strong>Flap Hero</strong>. It’s a <a href="https://en.wikipedia.org/wiki/Flappy_Bird">Flappy Bird</a> clone with cartoony graphics and a couple of twists: You can go in the pipes (wow!) and it takes <em>two</em> collisions to end the game. Flap Hero is free, quick to download (between 3 - 5 MB) and opens instantly. Give it a try!</p> 201 202<div style="text-align:center;margin-bottom:1.3em"> 203<a href="https://apps.apple.com/gb/app/flap-hero/id1538082494"><img src="/images/Download_on_the_App_Store_Badge_US-UK_RGB_blk_092917.svg" width="161" height="54" style="margin:0 20px" /></a> 204<a href="https://play.google.com/store/apps/details?id=com.arc80.flaphero"><img src="/images/google-play-badge.png" width="181" height="54" style="margin:0 20px" /></a> 205</div> 206 207<video width="300" height="400" autoplay="" loop="" controls="" muted=""> 208 <source src="/images/[email protected]" type="video/mp4" /> 209</video> 210 211<p>Flap Hero is <strong>open source</strong>, too. Its source code is released under the MIT license and its assets (3D models, sounds, music) are dedicated to the public domain. Do whatever you want with them! Everything&r
211squo;s available <a href="https://github.com/arc80/FlapHero">on GitHub</a>.</p> 212 213</div> 214 215 216 <footer> 217 <a rel="full-article" href="/20201126/a-small-open-source-game-in-cpp">Read on →</a> 218 </footer> 219 220 221 222 </article> 223 224 225 <article> 226 227 <header> 228 229 <p class="meta"> 230 231 232 233 234 235 236 237 238 239 240 241 242<time datetime="2020-07-27T16:10:00-04:00" pubdate data-updated="true">Jul 27, 2020</time> 243 244 </p> 245 246 247 <h1 class="entry-title"><a href="/20200727/automatically-detecting-text-encodings-in-cpp">Automatically Detecting Text Encodings in C++</a></h1> 248 249 </header> 250 251 252 <div class="entry-content"><p>Consider the lowly text file.</p> 253 254<p><img class="center" src="/images/untitled_txt.png" /></p> 255 256<p>This text file can take on a surprising number of different formats. The text could be encoded as <a href="https://en.wikipedia.org/wiki/ASCII">ASCII</a>, <a href="https://en.wikipedia.org/wiki/UTF-8">UTF-8</a>, <a href="https://en.wikipedia.org/wiki/UTF-16">UTF-16</a> (little or big-endian), <a href="https://en.wikipedia.org/wiki/Windows-1252">Windows-1252</a>, <a href="https://en.wikipedia.org/wiki/Shift_JIS">Shift JIS</a>, or any of dozens of other encodings. The file may or may not begin with a <a href="https://en.wikipedia.org/wiki/Byte_order_mark">byte order mark (BOM)</a>. Lines of text could be terminated with a linefeed character <code>\n</code> (typical on UNIX), a CRLF sequence <code>\r\n</code> (typical on Windows) or, if the file was created on an older system, <a href="https://en.wikipedia.org/wiki/Newline#Representation">some other character sequence</a>.</p> 257 258<p>Sometimes it’s impossible to determine the encoding used by a particular text file. For example, suppose a file contains the following bytes:</p> 259 260</div> 261 262 263 <footer> 264 <a rel="full-article" href="/20200727/automatically-detecting-text-encodings-in-cpp">Read on →</a> 265 </footer> 266 267 268 269 </article> 270 271 272 <article> 273 274 <header> 275 276 <p class="meta"> 277 278 279 280 281 282 283 284 285 286 287 288 289<time datetime="2020-07-08T08:15:00-04:00" pubdate data-updated="true">Jul 08, 2020</time> 290 291 </p> 292 293 294 <h1 class="entry-title"><a href="/20200708/io-in-plywood">I/O in Plywood</a></h1> 295 296 </header> 297 298 299 <div class="entry-content"><p><a href="https://plywood.arc80.com/">Plywood</a> is an open-source C++ framework I released a few weeks ago. It includes, among other things, a <a href="https://github.com/arc80/plywood/tree/main/repos/plywood/src/runtime">runtime module</a> that exposes a cross-platform API for I/O, memory, threads, process management and more.</p> 300 301<p>This post is about the <strong>I/O</strong> part. For those who don’t know, I/O stands for <a href="https://en.wikipedia.org/wiki/Input/output">input/output</a>, and refers to the part of a computer system that either <strong>writes serialized data to</strong> or <strong>reads serialized data from</strong> an external interface. The external interface could be a storage device, pipe, network connection or any other type of communication channel.</p> 302 303<p><img class="center" src="/images/c1571-drive.jpg" /></p> 304 305<p>Typically, it’s the operating system’s responsibility to provide low-level I/O services to an application. But there’s still plenty of work that needs to happen at the application level, such as buffering, data conversion, performance tuning and exposing an interface that makes life easier on application programmers. That’s where Plywood’s I/O system comes in.</p> 306 307</div> 308 309 310 <footer> 311 <a rel="full-article" href="/20200708/io-in-plywood">Read on →</a> 312 </footer> 313 314 315 316 </article> 317 318 319 <article> 320 321 <header> 322 323 <p class="meta"> 324 325 326 327 328 329 330 331 332 333 334 335 336<time datetime="2020-05-26T07:50:00-04:00" pubdate data-updated="true">May 26, 2020</time> 337 338 </p> 339 340 341 <h1 class="entry-title"><a href="/20200526/a-new-cross-platform-open-source-cpp-framework">A New Cross-Platform Open Source C++ Framework</a></h1> 342 343 </header> 344 345 346 <div class="entry-content"><p>For the past little while – OK, long while – I’ve been working on a <a href="https://preshing.com/20171218/how-to-write-your-own-cpp-game-engine">custom game engine in C++</a>. Today, I’m releasing part of that game engine as an open source framework. It’s called the <strong>Plywood</strong> framework.</p> 347 348<div class="linkPanelSet"> 349<div> 350<a href="https://plywood.arc80.com/"><img src="/images/plywood-logo.svg" /><br /> 351View the documentation</a> 352</div> 353<div> 354<a href="https://github.com/arc80/plywood"><img src="/images/plywood-github.svg" /><br /> 355View on GitHub</a> 356</div> 357</div> 358 359<p>Please note that Plywood, by itself, is <em>not</em> a game engine! It’s a framework for building all kinds of software using C++.</p> 360 361<p>For example, Plywood’s <a href="https://plywood.arc80.com/">documentation</a>
361 is generated with the help of a C++ parser, formatted by a Markdown parser, and runs on a custom webserver all written using Plywood.</p> 362 363</div> 364 365 366 <footer> 367 <a rel="full-article" href="/20200526/a-new-cross-platform-open-source-cpp-framework">Read on →</a> 368 </footer> 369 370 371 372 </article> 373 374 375 <article> 376 377 <header> 378 379 <p class="meta"> 380 381 382 383 384 385 386 387 388 389 390 391 392<time datetime="2018-01-24T08:07:00-05:00" pubdate data-updated="true">Jan 24, 2018</time> 393 394 </p> 395 396 397 <h1 class="entry-title"><a href="/20180124/a-flexible-reflection-system-in-cpp-part-2">A Flexible Reflection System in C++: Part 2</a></h1> 398 399 </header> 400 401 402 <div class="entry-content"><p>In <a href="http://preshing.com/20180116/a-primitive-reflection-system-in-cpp-part-1">the previous post</a>, I presented a basic system for <strong>runtime reflection</strong> in C++11. The post included a sample project that created a <strong>type descriptor</strong> using a block of macros:</p> 403 404<div><div class="CodeRay"> 405 <div class="code"><pre><span class="comment">// Define Node's type descriptor</span> 406REFLECT_STRUCT_BEGIN(Node) 407REFLECT_STRUCT_MEMBER(key) 408REFLECT_STRUCT_MEMBER(value) 409REFLECT_STRUCT_MEMBER(children) 410REFLECT_STRUCT_END() 411</pre></div> 412</div> 413</div> 414 415<p>At runtime, the type descriptor was found by calling <code>reflect::TypeResolver<Node>::get()</code>.</p> 416 417<p>This reflection system is small but very flexible. In this post, I’
417ll extend it to support additional built-in types. You can clone the project <a href="https://github.com/preshing/FlexibleReflection/tree/part1">from GitHub</a> to follow along. At the end, I’ll discuss other ways to extend the system.</p> 418 419<p><a href="https://github.com/preshing/FlexibleReflection/tree/part1"><img srcset="/images/github-flexible-reflection.png 1x,/images/[email protected] 2x" class="center" src="/images/github-flexible-reflection.png" /></a></p> 420 421</div> 422 423 424 <footer> 425 <a rel="full-article" href="/20180124/a-flexible-reflection-system-in-cpp-part-2">Read on →</a> 426 </footer> 427 428 429 430 </article> 431 432 433 <article> 434 435 <header> 436 437 <p class="meta"> 438 439 440 441 442 443 444 445 446 447 448 449 450<time datetime="2018-01-16T09:21:00-05:00" pubdate data-updated="true">Jan 16, 2018</time> 451 452 </p> 453 454 455 <h1 class="entry-title"><a href="/20180116/a-primitive-reflection-system-in-cpp-part-1">A Flexible Reflection System in C++: Part 1</a></h1> 456 457 </header> 458 459 460 <div class="entry-content"><p>In this post, I’ll present a small, flexible system for <strong>runtime reflection</strong> using C++11 language features. This is a system to generate <a href="https://en.wikipedia.org/wiki/Metadata">metadata</a> for C++ types. The metadata takes the form of <code>TypeDescriptor</code> objects, created at runtime, that describe the structure of other runtime objects.</p> 461 462<p><img srcset="/images/type-descriptors.png 1x,/images/[email protected] 2x" class="center" src="/images/type-descriptors.png" /></p> 463 464<p>I’ll call these objects <strong>type descriptors</strong>. My initial motivation for writing a reflection system was to support <strong>serialization</strong> in my <a href="http://preshing.com/20171218/how-to-write-your-own-cpp-game-engine">custom C++ game engine</a>, since I have very specific needs. Once that worked, I began to use runtime reflection for other engine features, too:</p> 465 466</div> 467 468 469 <footer> 470 <a rel="full-article" href="/20180116/a-primitive-reflection-system-in-cpp-part-1">Read on →</a> 471 </footer> 472 473 474 475 </article> 476 477 478 <article> 479 480 <header> 481 482 <p class="meta"> 483 484 485 486 487 488 489 490 491 492 493 494 495<time datetime="2017-12-18T07:54:00-05:00" pubdate data-updated="true">Dec 18, 2017</time> 496 497 </p> 498 499 500 <h1 class="entry-title"><a href="/20171218/how-to-write-your-own-cpp-game-engine">How to Write Your Own C++ Game Engine</a></h1> 501 502 </header> 503 504 505 <div class="entry-content"><p>Lately I’ve been writing a game engine in C++. I’m using it to make a little mobile game called <strong>Hop Out</strong>. Here’s a clip captured from my iPhone 6. (Unmute for sound!)</p> 506 507<video width="504" height="284" autoplay="" loop="" controls="" muted=""> 508 <source src="/images/hopoutclip.mp4" type="video/mp4" /> 509 <source src="/images/hopoutclip.webm" type="video/webm" /> 510 <source src="/images/hopoutclip.ogv" type="video/ogg" /> 511<img class="center" src="/images/hopout-snap.jpg" /> 512</video> 513 514<p>Hop Out is the kind of game I want to play: Retro arcade gameplay with a 3D cartoon look. The goal is to change the color of every pad, like in Q*Bert.</p> 515 516<p>Hop Out is still in development, but the engine powering it is starting to become quite mature, so I thought I’d share a few tips about engine development here.</p> 517 518</div> 519 520 521 <footer> 522 <a rel="full-article" href="/20171218/how-to-write-your-own-cpp-game-engine">Read on →</a> 523 </footer> 524 525 526 527 </article> 528 529 530 <article> 531 532 <header> 533 534 <p class="meta"> 535 536 537 538 539 540 541 542 543 544 545 546 547<time datetime="2017-06-12T07:34:00-04:00" pubdate data-updated="true">Jun 12, 2017</time> 548 549 </p> 550 551 552 <h1 class="entry-title"><a href="/20170612/can-reordering-of-release-acquire-operations-introduce-deadlock">Can Reordering of Release/Acquire Operations Introduce Deadlock?</a></h1> 553 554 </header> 555 556 557 <div class="entry-content"><p>I wasn’t planning to write about lock-free programming again, but a commenter named Mike recently asked an interesting question on my <a href="http://preshing.com/20120913/acquire-and-release-semantics">Acquire and Release Semantics</a> post from 2012. It’s a question I wondered about years ago, but could never really reconcile until (possibly) now.</p> 558 559<p>A quick recap: A <strong>read-acquire</strong> operation cannot be reordered, either by the compiler or the CPU, with any read or write operation that <em>follows</em> it in program order. A <strong>write-release</strong> operation cannot be reordered with any read or write operation that <em>precedes</em> it in program order.</p> 560 561<p>Those rules <em>don’t</em> prevent the reordering of a write-release followed by a read-acquire. For example, in C++, if <code>A</code> and <code>B</code> are <code>std::atomic<int></code>, and we write:</p> 562 563<div><div class="CodeRay"> 564 <div class="code"><pre>A.store(<span class="integer">1</span>, std::memory_order_release); 565<span class="predefined-type">int</span> b = B.load(std::memory_order_acquire); 566</pre></div> 567</div> 568</div> 569 570<p>…the compiler is free to reorder those statements, as if we had written:</p> 571 572<div><div class="CodeRay"> 573 <div class="code"><pre><span class="predefined-type">int</span> b = B.load(std::memory_order_acquire); 574A.store(<span class="integer">1</span>, std::memory_order_release); 575</pre></div> 576</div> 577</div> 578 579<p>And that’s fair. Why the heck not? On many architectures, including x86, the CPU could perform this reordering anyway.</p> 580 581</div> 582 583 584 <footer> 585 <a rel="full-article" href="/20170612/can-reordering-of-release-acquire-operations-introduce-deadlock">Read on →</a> 586 </footer> 587 588 589 590 </article> 591 592 <div class="pagination"> 593 594 <a class="prev" href="/blog/page/2/">← Older</a> 595 596 <a href="/archives">Blog Archives</a> 597 598 </div> 599</div> 600<aside class="sidebar"> 601 602 <section> 603 <a href="https://plywood.arc80.com/"><p style="margin-bottom:0.8em;">Check out <strong>Plywood</strong>, a cross-platform, open source C++ framework:</p> 604 <img srcset="/images/plywood-button.png 1x,/images/[email protected] 2x" src="/images/plywood-button.png" width="165"></a> 605</section> 606<section> 607 <h1>Recent Posts</h1> 608 <ul id="recent_posts"> 609 610 <li class="post"> 611 <a href="/20210315/how-cpp-resolves-a-function-call">How C++ Resolves a Function Call</a> 612 </li> 613 614 <li class="post"> 615 <a href="/20201210/flap-hero-code-review">Flap Hero Code Review</a> 616 </li> 617 618 <li class="post"> 619 <a href="/20201126/a-small-open-source-game-in-cpp">A Small Open Source Game In C++</a> 620 </li> 621 622 <li class="post"> 623 <a href="/20200727/automatically-detecting-text-encodings-in-cpp">Automatically Detecting Text Encodings in C++</a> 624 </li> 625 626 <li class="post"> 627 <a href="/20200708/io-in-plywood">I/O in Plywood</a> 628 </li> 629 630 <li class="post"> 631 <a href="/20200526/a-new-cross-platform-open-source-cpp-framework">A New Cross-Platform Open Source C++ Framework</a> 632 </li> 633 634 <li class="post"> 635 <a href="/20180124/a-flexible-reflection-system-in-cpp-part-2">A Flexible Reflection System in C++: Part 2</a> 636 </li> 637 638 <li class="post"> 639 <a href="/20180116/a-primitive-reflection-system-in-cpp-part-1">A Flexible Reflection System in C++: Part 1</a> 640 </li> 641 642 <li class="post"> 643 <a href="/20171218/how-to-write-your-own-cpp-game-engine">How to Write Your Own C++ Game Engine</a> 644 </li> 645 646 <li class="post"> 647 <a href="/20170612/can-reordering-of-release-acquire-operations-introduce-deadlock">Can Reordering of Release/Acquire Operations Introduce Deadlock?</a> 648 </li> 649 650 <li class="post"> 651 <a href="/20170529/heres-a-standalone-cairo-dll-for-windows">Here’s a Standalone Cairo DLL for Windows</a> 652 </li> 653 654 <li class="post"> 655 <a href="/20170522/learn-cmakes-scripting-language-in-15-minutes">Learn CMake’s Scripting Language in 15 Minutes</a> 656 </li> 657 658 <li class="post"> 659 <a href="/20170511/how-to-build-a-cmake-based-project">How to Build a CMake-Based Project</a> 660 </li> 661 662 <li class="post"> 663 <a href="/20160726/using-quiescent-states-to-reclaim-memory">Using Quiescent States to Reclaim Memory</a> 664 </li> 665 666 <li class="post"> 667 <a href="/20160314/leapfrog-probing">Leapfrog Probing</a> 668 </li> 669 670 <li class="post"> 671 <a href="/20160222/a-resizable-concurrent-map">A Resizable Concurrent Map</a> 672 </li> 673 674 <li class="post"> 675 <a href="/20160201/new-concurrent-hash-maps-for-cpp">New Concurrent Hash Maps for C++</a> 676 </li> 677 678 <li class="post"> 679 <a href="/20150402/you-can-do-any-kind-of-atomic-read-modify-write-operation">You Can Do Any Kind of Atomic Read-Modify-Write Operation</a> 680 </li> 681 682 <li class="post"> 683 <a href="/20150324/safe-bitfields-in-cpp">Safe Bitfields in C++</a> 684 </li> 685 686 <li class="post"> 687 <a href="/20150316/semaphores-are-surprisingly-versatile">Semaphores are Surprisingly Versatile</a> 688 </li> 689 690 </ul> 691</section> 692 693 694</aside> 695 696 </div> 697 </div> 698 <footer role="contentinfo"><p>
699 Copyright © 2021 Jeff Preshing - 700 <span class="credit">Powered by <a href="http://octopress.org">Octopress</a></span> 701</p> 702 703</footer> 704 705 706 707 708 709 710 711 712 713 714 715 716</body> 717</html>
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