Search Results For: boost

C++ memory leak without virtual destructor

In this post I will talk about detecting and debugging memory leaks in a C++11 program, Visual Studio’s built in heap profiler and Intel Parallel Studio 2019. And also the importance of virtual destructors when implementing derived subclasses.

C++ std::sort predicate with templates

There are a couple of sorting algorithms in C++ from std::sort to lamdbas, each tailored to different use cases. As a programmer, you may or may not want to delve into the depths of sort algorithms. That’s a domain left for experts. Luckily, it’s quite easy to get started with sorting data.

Simple threading with std::async

Threading with C++11 comes in two flavours, std::thread and std::async. Though similar, they are different. While std::thread gives you a thread to work with, std::async may or may not execute a certain task on a different thread.

How to stop a std::async task

Sadly, this is only an intrusive way of stoppingĀ std::async. For an almost non-intrusive way of stopping a thread, look at boost::thread.

25 marketing ideas for your website

We are trying everything we can to market our own website that sells textures. This is hard work. You need to remember not to spam people, but still spread information about your product. In this article, I’m going to list what we are exploring so far so you could get along and maybe advise me what I’m doing wrong.

From Irrlicht mesh to Bullet Physics mesh

There is typically no physics functionality in graphics engines like Irrlicht. If you are using graphics and physics engines instead of one like Unity or Unreal Engine then you will run into a problem called “Irrlicht physics”. Recall that Irrlicht is just a graphics engine. It renders object on the screen and that is all. In order for an object to be able to have physics properties you would need to integrate physics and graphics engines.