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Reading Binary Data with Style: A Serialization Framework for C++17 - Tony Wasserka - CppCon 2019

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Reading structured data from a file or network stream remains cumbersome and error-prone in C++, especially when data validation is required. Existing approaches require too much boilerplate, aren't always portable, and may be restricted to specific data sources. Despite these limitations, there have been few alternatives in the past.
This talk introduces blobify, an experimental serialization framework for C++17 designed to convert user-defined structs to binary data blobs and vice-versa. Contrary to similar frameworks, blobify largely automates the process, and it includes an embedded domain specific language to handle data validation.
I will describe blobify's API design and usage, explain how it works under the hood, and provide an outlook at what the Reflection TS has in store for future improvements.
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Tony Wasserka
Consultant
Berlin, Germany
Low-level anything: Tony is a consultant and long-term C++ enthusiast who has worked on the console emulator projects Dolphin (GameCube/Wii), PPSSPP (PSP), and Mikage (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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Reading structured data from a file or network stream remains cumbersome and error-prone in C++, especially when data validation is required. Existing approaches require too much boilerplate, aren't always portable, and may be restricted to specific data sources. Despite these limitations, there have been few alternatives in the past.
This talk introduces blobify, an experimental serialization framework for C++17 designed to convert user-defined structs to binary data blobs and vice-versa. Contrary to similar frameworks, blobify largely automates the process, and it includes an embedded domain specific language to handle data validation.
I will describe blobify's API design and usage, explain how it works under the hood, and provide an outlook at what the Reflection TS has in store for future improvements.
—
Tony Wasserka
Consultant
Berlin, Germany
Low-level anything: Tony is a consultant and long-term C++ enthusiast who has worked on the console emulator projects Dolphin (GameCube/Wii), PPSSPP (PSP), and Mikage (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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