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Tony Wasserka “Emulating the Nintendo 3DS: Generative & Declarative Programming in Action"
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Presentation Slides, PDFs, Source Code and other presenter materials are available at: https://github.com/CppCon/CppCon2018
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Data de-serialization is a surprisingly common task in game console emulation (kernel interfaces, driver communication, and file IO), and to address it we usually use repetitive boilerplate code that is often nothing but error-prone and unmaintainable. How can modern C++ help?
We take a look at the interprocess communication subsystem of the Nintendo 3DS and see how generative programming tools (variadic templates, function reflection, metaprogramming) and a declarative approach give us wins in performance, maintainability, and correctness.
The takeaway of this session is a glimpse at generators, declarative interfaces, and how to use them to solve serialization-like problems with minimal effort and maximum reusability.
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Tony Wasserka
Freelance Software Developer
Low-level anything: Tony is a freelancer and long-term C++ enthusiast who has worked on the console emulator projects Dolphin (GameCube/Wii), PPSSPP (PSP), and Citra (3DS) since 2010. More recently, he has worked on Vulkan graphics drivers for PowerVR graphics processors. His main interest is exploring C++'s zero-cost abstraction capabilities and applying them to create better software for resource-constrained environments.
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Videos Filmed & Edited by Bash Films: http://www.BashFilms.com
c thomas howell CppCon 2018: “Emulating the Nintendo 3DS: Generative & Declarative Programming in Action" | |
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| Education | Upload TimePublished on 1 Nov 2018 |
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