~/talk

“AAAARGH!? Adopting Almost Always Auto Reinforces Good Habits!?"

Talkat CppCon 2016 · 2016-09-18..09-23· [c-and-cpp]
name:Andy Bond
links:none on file
slides:none on file

Case study applies the almost-always-auto idiom to a simple game loop, converting member and local variables, functions and lambdas, and building helpers like a makeUD wrapper and a make_array shim; code lives on GitHub. Counts: explicit types drop to zero in places while deduced types and source size increase; after 11 million turns runtime slightly improves for simple cases and is slightly slower for a multi-player loop. Uses C++11/14 features, uniform_int_distribution, and shows where lambdas and array deduction bite performance or readability.

AI-written summary · about

  1. 0:00Introduction and overview
  2. 1:48What is Almost Always Auto
  3. 3:52Case study setup
  4. 8:07Applying Almost Always Auto rules
  5. 12:01Auto for functions and lambdas
  6. 15:35Random spell selection
  7. 17:03Removing explicit types from lambdas
  8. 19:52Reusable deduction utilities
  9. 22:46Conditional damage spells
  10. 28:35Multiplayer loop support
  11. 34:21Generic algorithm challenges
  12. 36:53Overall takeaways and observations
  13. 37:58Q&A session
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