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The Best Way to Learn C++ and C Programming

C is often called a middle-level computer language since it combines the elements of high-level languages with the functionalism of assembly language. C++ is an enhanced version of the C language, which adds support for object-oriented programming.

8 minute readContinue Reading
The Toptal Research Team

The Toptal Research Team

Eliminating the Garbage Collector: The RAII Way

Manual memory management is a nightmare that programmers have been inventing ways to avoid since the invention of the compiler. Programming languages with garbage collectors make life easier, but at the cost of performance.

In this article, Toptal engineer Peter Goodspeed-Niklaus gives us a peek into the history of garbage collectors and explains how notions of ownership and borrowing can help eliminate garbage collectors without compromising their safety guarantees.

13 minute readContinue Reading
Peter Goodspeed-Niklaus

Peter Goodspeed-Niklaus

After All These Years, the World Is Still Powered by C Programming

Despite the prevalence of higher-level languages, the C programming language continues to empower the world. There are plenty of reasons to believe that C programming will remain active for a long time. Here are some reasons that C is unbeatable, and almost mandatory, for certain applications.

12 minute readContinue Reading
Daniel Munoz

Daniel Munoz

Video Game Physics Tutorial - Part II: Collision Detection for Solid Objects

In Part I of this three-part series on game physics, we explored rigid bodies and their motions. In that discussion, however, objects did not interact with each other. Without some additional work, the simulated rigid bodies can go right through each other.

In Part II, we will cover the collision detection step, which consists of finding pairs of bodies that are colliding among a possibly large number of bodies scattered around a 2D or 3D world.

21 minute readContinue Reading
Nilson Souto

Nilson Souto

Video Game Physics Tutorial - Part I: An Introduction to Rigid Body Dynamics

Simulating physics in video games is very common, since most games are inspired by things we have in the real world. Rigid body dynamics – the movement and interaction of solid, inflexible objects – is by far the most popular kind of effect simulated in games.

In this series, rigid body simulation will be explored, starting with simple rigid body motion in this article, and then covering interactions among bodies through collisions and constraints in the following installments.

18 minute readContinue Reading
Nilson Souto

Nilson Souto

From the Ground Up: How I Built the Developer's Dream Keyboard

Going from a software background, knowing nothing about electronics, to designing and building a powerful, marketable hardware device is an interesting and fascinating experience. In this article, I’ll describe the design of how this electronic masterpiece works.

11 minute readContinue Reading
László Monda

László Monda

Modernizing Legacy Software: MUD Programming Using Erlang and CloudI

The need to adapt legacy code and systems to meet modern day performance and processing demands is widespread. This post provides a case study of the use of Erlang and CloudI to adapt legacy code, consisting of a decades-old collection of multi-user game software written in C, to the 21st century.

7 minute readContinue Reading
Michael Truog

Michael Truog

CloudI: Bringing Erlang's Fault-Tolerance to Polyglot Development

Clouds must be efficient to provide useful fault-tolerance and scalability, but they also must be easy to use.

CloudI (pronounced “cloud-e” /klaʊdi/) is an open source cloud computing platform that is most closely related to the Platform as a Service (PaaS) clouds. CloudI differs in a few key ways, most importantly: software developers are not forced to use specific frameworks, slow hardware virtualization, or a particular operating system. By allowing cloud deployment to occur without virtualization, CloudI leaves development process and runtime performance unimpeded, while quality of service can be controlled with clear accountability.

9 minute readContinue Reading
Michael Truog

Michael Truog

How I Made a Fully Functional Arduino Weather Station

I live in Córdoba, Argentina, approximately 130 kilometers (~80 miles) away from the lake where I kitesurf. Thats roughly a two-hour drive, which I can deal with. But I can’t deal with the fact that weather forecasts are inaccurate. And where I live, good wind conditions last just a couple of hours. The last thing you want to do is clear up your Monday schedule to go kitesurfing and find yourself cursing the gods on a windless lake after two hours of driving.

I needed to know the wind conditions of my favorite kitesurfing spot—in real time. So I decided to build my own weather station.

10 minute readContinue Reading
Francisco Clariá

Francisco Clariá

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