Quick Q: When is an rvalue evaluated?

Quick A: When it is assigned.

Recently on SO:

When is an rvalue evaluated?

s2 binds to the expression s1 + s1, but is this evaluated at the time s2 is assigned

Yes.

And also would s2 hold memory for a temporary string?

Precisely, s2 is bound to a temporary std::string.

s1 + s1 will produce a temporary std::string, which will be bound to the reference s2 (and its lifetime is extended to the lifetime of the reference). Then s2 += "Test";, performs operator+=() on  s2, i.e. the temporary std::string.

CppCon 2016: Garbage In, Garbage Out: Arguing about Undefined Behavior...--Chandler Carruth

Have you registered for CppCon 2017 in September? Don’t delay – Registration is open now.

While we wait for this year’s event, we’re featuring videos of some of the 100+ talks from CppCon 2016 for you to enjoy. Here is today’s feature:

Garbage In, Garbage Out: Arguing about Undefined Behavior...

by Chandler Carruth

(watch on YouTube) (watch on Channel 9)

Summary of the talk:

There has been an overwhelming amount of tension in the programming world over the last year due to something that has become an expletive, a cursed and despised term, both obscene and profane: **undefined behavior**. All too often, this issue and the discussions surrounding it descend into unproductive territory without actually resolving anything.

In this talk, I'm going to try something very bold. I will try to utterly and completely do away with the use of the term "undefined behavior" in these discussions. And I will unquestionably fail. But in the process of failing, I will outline a framework for understanding the actual root issues that the software industry faces here, and try to give constructive and clear paths forward, both for programmers and the programming language.

And, with luck, I will avoid being joined on stage by any unruly nasal demons.

CppCast Episode 103: Travis CI with Richel Bilderbeek

Episode 103 of CppCast the only podcast for C++ developers by C++ developers. In this episode Rob and Jason are joined by Richel Bilderbeek to talk about the benefits of using Travis CI for C++ developers and the role of C++ in theoretical biology.

CppCast Episode 103: Travis CI with Richel Bilderbeek

by Rob Irving and Jason Turner

About the interviewee:

Richel Bilderbeek is a C++ developer for 17 years. He is mostly interested in what the literature has to say about good C++ practices, then teaching children and to adults, additionally writing articles, blog posts and tutorials. In his professional life, he is a PhD in theoretical biology.

C++17 in details: fixes and deprecation

C++17 brings some language fixes and deprecation. See what have changed.

C++17 in details: fixes and deprecation

by Bartlomiej Filipek

From the article:

The draft for the language contains now over 1586 pages! Due to compatibility requirements, the new features are added, but not much is removed. Fortunately, there are some things that could go away.

CppCon 2016: Game engine using STD C++ 11--Jason Jurecka

Have you registered for CppCon 2017 in September? Don’t delay – Registration is open now.

While we wait for this year’s event, we’re featuring videos of some of the 100+ talks from CppCon 2016 for you to enjoy. Here is today’s feature:

Game engine using STD C++ 11

by Jason Jurecka

(watch on YouTube) (watch on Channel 9)

Summary of the talk:

This session is going to give an account of the process and features used to create a game engine focusing on using std C++11 features and concurrency. We will go through the architecture of the engine design and the specifics of the C++11 features being used. We will also go through optimization choices and design mentalities that are being used to keep the code base simple, but powerful in game usage. The engine architecture we will be going through will be using parallelism as a way to distribute work and get performance out of the available hardware that can scale into the future.

While completing a full engine with cutting edge graphics techniques and a game to push the engine to its limits will take a while this session will go over the current state of the project and lessons learned. The ultimate goal of the project is to show the validity of using C++11 (and beyond) features in game engines to simplify code and improve stability while maintaining the performance and memory usage games demand.