Using boost::bind as an improved means of calling member functions

This post takes a look at using boost::bind as a means of calling class
member functions in an efficient and generic way. It basically summarizes what has
already been said at Björn Karlsson’s excellent Informit article. Since I found the post useful, I thought it worth reproducing here, using the same status class but containing all the examples and approaches he describes in one program. Continue reading

Factory Patterns in C++

In a nutshell, the factory design pattern enables the practitioner to create objects that share a common theme but without having to specify their exact classes. In essence the factory pattern is used to “Define an interface for creating an object, but let the classes that implement the interface decide which class to instantiate. The Factory method lets a class defer instantiation to subclasses.
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Genetic Algorithm based routing optimization: an update

Following on from a previous posting on genetic algorithm based routing optimization, further improvements have been made and the source code has been made available. This software is written using MFC / C++ and is essentially a single document interface allowing the user to create network nodes and links by way of standard mouse click actions and enter network parameters using the available menu items.
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Getting started with Windows GDI graphics applications in C++

A guide to getting started with Windows graphics applications for the very first time. The Windows Graphics Device Interface (GDI) forms the basis of drawing lines and objects, and from this device contexts. I will not go into any detail about these concepts in this post. I just want to show a simple means of getting started with things like the drawing of lines and objects in Windows applications. There is nothing stopping you from reading further on the subject to increase your understanding.
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