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•Across the Industry
•C++17 and Beyond
•Concurrency and Parallelism
•Data Structures and Allocators
•Design and Best Practice
•Education and Coaching
•Embedded and Systems Programming
•Functional Programming
•Game and Graphics
•Generic Programming
•GUI
•Metaprogramming and Reflection
•Object Model
•Optimization and Undefined Behavior
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JN
Justin Neddo
Microsoft
Senior Software Engineer
Distributed Systems / Storage
Sunday
, September 24
9:00am PDT
Moving to C++17: The New Language and Library Features
Room 403
Nicolai Josuttis
Monday
, September 25
8:00am PDT
Registration
Atanasoff-Berry Hall
9:00am PDT
Learning and Teaching Modern C++
Atanasoff-Berry Hall
Bjarne Stroustrup
11:00am PDT
constexpr ALL the Things!
Berry Hall
Ben Deane • Jason Turner
The Quiet Little Gem in Modern C++: <system_error>
Manchester (407)
Charley Bay
2:00pm PDT
The landscape of parallel programming models: is it still hard or just OK? (part 1 of 2)
Atanasoff Hall
Paul E. McKenney • Maged Michael • Michael Wong
Almost Unlimited Modern C++ in Kernel-Mode Applications
ENIAC (404)
Billy Baker
3:15pm PDT
The landscape of parallel programming models: is it still hard or just OK? (part 2 of 2)
Atanasoff Hall
Paul E. McKenney • Maged Michael • Michael Wong
What's New and Upcoming in Visual Studio 2017 Updates
Ferranti (403)
Steve Carroll • Daniel Moth
4:45pm PDT
C++ atomics, from basic to advanced - what do they do and what do they really do?
Berry Hall
Fedor Pikus
From security to performance to GPU programming: exploring modern allocators
Colossus Theater
Sergey Zubkov
Tuesday
, September 26
9:00am PDT
C++17 ParallelSTL: A Standardization Experience Report for CPU and GPU on SYCL
Colossus Theater
Gordon Brown • Ruyman Reyes • Michael Wong
The Nightmare of Move Semantics for Trivial Classes
Berry Hall
Nicolai Josuttis
10:30am PDT
C++ as a "Live at Head" Language
Atanasoff-Berry Hall
Titus Winters
2:00pm PDT
Practical C++17
Berry Hall
Jason Turner
Local ('Arena') Memory Allocators (part 1 of 2)
Ferranti (403)
John Lakos
3:15pm PDT
Class Template Argument Deduction: A New Abstraction
Berry Hall
Zhihao Yuan
Local ('Arena') Memory Allocators (part 2 of 2)
Ferranti (403)
John Lakos
4:45pm PDT
Concurrency, Parallelism and Coroutines
Berry Hall
Anthony Williams
Wednesday
, September 27
9:00am PDT
Boost Your Program’s Health by Adding Fibers to your Coroutine
ENIAC (404)
David Sackstein
10 Core Guidelines You Need to Start Using Now
Atanasoff Hall
Kate Gregory
10:30am PDT
Meta: Thoughts on generative C++
Atanasoff Hall
Herb Sutter
12:30pm PDT
Optimizations and Debug Quality
ENIAC (404)
Samy Al Bahra
2:00pm PDT
Undefined Behavior in 2017 (part 1 of 2)
Ferranti (403)
John Regehr
3:15pm PDT
Reader-Writer Lock versus Mutex - Understanding a Lost Bet
Atanasoff Hall
Jeffrey Mendelsohn
Undefined Behavior in 2017 (part 2 of 2)
Ferranti (403)
John Regehr
4:45pm PDT
An Interesting Lock-free Queue - Part 2 of N
ENIAC (404)
Tony Van Eerd
Thursday
, September 28
9:00am PDT
Language Support for Metaprogramming in C++
Atanasoff Hall
Andrew Sutton
Building C++ Modules
Colossus Theater
Boris Kolpackov
2:00pm PDT
How to Write a Custom Allocator
ENIAC (404)
Bob Steagall
Practical Techniques for Improving C++ Build Times
Atanasoff Hall
Dmitry Panin
4:45pm PDT
C++17 Parallel Algorithms
Colossus Theater
Dietmar Kühl
Friday
, September 29
9:00am PDT
Modern Allocators: The Good Parts
Atanasoff Hall
Pablo Halpern
C++ Exceptions and Stack Unwinding
Berry Hall
David Watson
10:30am PDT
What C++ developers should know about globals (and the linker)
Berry Hall
Nir Friedman
11:05am PDT
End-to-end Deadlock Debugging Tools at Facebook
Berry Hall
Kenny Yu
1:30pm PDT
Curiously Recurring Bug Patterns in C++ at Facebook
Atanasoff Hall
Louis Brandy
4:45pm PDT
C++/WinRT and the Future of C++ on Windows
Ferranti (403)
Scott Jones • Kenny Kerr
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CppCon 2017
America/Los Angeles
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Bellevue, WA, United States
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•Across the Industry
•C++17 and Beyond
•Concurrency and Parallelism
•Data Structures and Allocators
•Design and Best Practice
•Education and Coaching
•Embedded and Systems Programming
•Functional Programming
•Game and Graphics
•Generic Programming
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•Metaprogramming and Reflection
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