Reddit Reddit reviews Write Great Code, Volume 1: Understanding the Machine

We found 3 Reddit comments about Write Great Code, Volume 1: Understanding the Machine. Here are the top ones, ranked by their Reddit score.

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Machine Theory
Write Great Code, Volume 1: Understanding the Machine
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3 Reddit comments about Write Great Code, Volume 1: Understanding the Machine:

u/barlister · 2 pointsr/webdev

I really like the Write Great Code series. The first one contains pretty crucial information about low level stuff that webdev folks frequently don't learn, which kind of leaves us out to dry when it comes to number theory and other stuff that comes up occasionally.

http://www.amazon.com/gp/product/B0096FEJGQ?btkr=1

All of the volumes are very good though.

u/SofaAssassin · 1 pointr/cscareerquestions

What kind of jobs are you applying for? Low-level stuff is typically applicable for things like engine work, graphics, optimization, networking and audio. Okay, that covers a lot of the game development process, but there are certainly jobs that aren't deep into that, like peripheral tooling (making tools for developers to use) or working on stuff like the webservices that powers the online community.

However, if your goal really is core game development, then you need to be a lot more targeted in how you learn. I have interviewed for and was hired by a game company that worked in C++, and have also worked in distributed, networked military simulations (think of it like boring, more realistic Starcraft), so here is how I gained the various knowledge I had in getting through those types of interviews (including a 90-minute written test for the game company where I had to debug C++ code on paper, answer various gotchas, etc.).

I don't know how far you have covered, but this is how I would approach the learning now, were I to start over again.


  • Become really good at C++ - During my first job, I mostly used Java with Python/C++/Perl/TCL on the side. I learned a lot of C++ in short order to prepare for interviews and move jobs (to simulation).

  • Read Accelerated C++ and/or C++ Primer. These are probably the best books for getting introduced to C++ and starting off in a good place (as in, not learning C++ in the form of C), getting familiar with using the OO system of C++ and using the standard library. Also remember to do the exercises to really reinforce the concepts.

  • Read Effective C++ SUPER COLLECTION - In honesty, you can make do with just Effective C++, Volume 1, but these cover good practices for using C++.

  • Read the C++ FAQ - lots of gotchas there and corner cases of C++.

  • If you want to go beyond those books and resources, there are Herb Sutter's Exceptional C++ books.

  • Understand the machine - this covers the low level component. Helping you to understand the machine itself, how your code runs, how it's executed.
  • Read Randall Hyde's Write Great Code - This is one of my favorite technical books, and is language agnostic.

    It covers low-level concepts like CPU pipelining, memory, and how code interacts with the machine. I read this years after I started my job building simulations, and it reinforced a lot of what I learned previously and in college. I also recommended this book to a friend of mine who credits it with giving him an edge over his fellow college grads (he's years younger than I am) in low-level knowledge. If you don't know concepts like cache locality, cache lines and how memory is allocated, this book will cover that and more.

  • Read Randall Hyde's Art of Assembly Language - I have only briefly touched upon this book, but it takes a unique approach to introducing you to x86 ASM (by using a higher-level form of ASM).


  • Understand the algorithms and data structures - I took multiple classes in this in college, as well as periodically read CLRS to refresh my knowledge. But CLRS is too mathematically rigorous and theoretical here if you just want to get familiar with algorithms.

  • Skeina's Algorithm Design Manual is a more practical approach to refreshing yourself on algorithms and also learning complexity theory.

  • Skeina's Data Structures Lectures are helpful for data structures. In general, though, know these (I include whatever C++ has as well):
    • Dynamic array - std::vector<T> in C++.
    • Associative structures - std::map and std::unordered_map
    • Sets - std::set and std::unordered_set
    • Linked List - std::list<T> and std::forward_list<T>
    • Stacks and Queues - std::stack and std::queue
    • std::deque - The C++ implementation of a double-ended queue.
    • Trees - binary trees, red-black, heaps, tries (no standard C++ implementations of these, though stuff like std::set is typically implemented with a red-black tree behind the scenes)
    • Graphs

    • Understand the complexities of actions on each data structure (insertion, deletion, modification, searching, etc.)

  • Read the wiki on Pathfinding, because this class of algorithms is very important in game development, as well as network communication.

    -----

    The above covers the 'core' stuff you'd have to learn. If you wanted to get into stuff like network programming or graphics programming rather than just core gameplay development, I can expound further.
u/MerlinTheFail · 1 pointr/gamedev

This is really cool! Thank you.

>A common question is whether the book is still relevant. After all it's over ten years old

I find that some old(ish) books can really hold some great significance, for example: Effective C++ and Clean code have both given me some brilliant tips on making better code. I'm also readingWrite Great Code. If you have any more books i'd love to see them :) Thank you, again.