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    copied!<p>As for every language, I believe there are three interconnected levels of knowledge :</p> <ol> <li>Master your language. Every programmer should (do what it takes to) master the syntax. Good references to achieve this are : <ul> <li><a href="http://www.research.att.com/~bs/3rd.html" rel="noreferrer">The C++ Programming Language</a> by Bjarne Stroustrup.</li> <li><a href="http://www.aristeia.com/books.html" rel="noreferrer">Effective C++ series</a> by Scott Meyers.</li> </ul></li> <li>Know your libraries extensively. <ul> <li><a href="http://en.wikipedia.org/wiki/Standard_Template_Library" rel="noreferrer">STL</a> is definitely a must as it has been included in the <a href="http://en.wikipedia.org/wiki/C%2B%2B_standard_library" rel="noreferrer">C++ Standard Library</a>, so knowing it is very close to point 1 : you have to master it.</li> <li>Knowing <a href="http://www.boost.org/" rel="noreferrer">boost</a> can be very interesting, as a multi-platform and generic library.</li> <li>Know the libraries you are supposed to work with, whether it is <a href="http://en.wikipedia.org/wiki/Win32" rel="noreferrer">Win32 API</a>, <a href="http://www.oracle.com/technology/tech/oci/occi/index.html" rel="noreferrer">OCCI</a>, <a href="http://www.mozilla.org/projects/xpcom/" rel="noreferrer">XPCOM</a> or <a href="http://udk.openoffice.org/" rel="noreferrer">UNO</a> (just a few examples here). No need to know a database library if you develop purely graphic components...</li> </ul></li> <li>Develop your knowledge of patterns. Cannot avoid <a href="http://en.wikipedia.org/wiki/Design_Patterns" rel="noreferrer">Design Patterns: Elements of Reusable Object-Oriented Software</a> here...</li> </ol> <p><hr /> So, my answer to your updated question would be : know your language, know your platform, know your domain. I think there is enough work by itself here, especially in C++. It's an evergoing work that should never be overlooked.</p>
 

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