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Learnings · C++ Programming

C++ Programming tutorials, labs & MCQs.

A C++ curriculum sequenced for engineers, not for feature coverage. It starts with the toolchain and the language core — types and initialization, expressions, control flow, functions, scope and storage, pointers and references, aggregates and strings — then spends its centre of gravity where C++ actually differs from C: dynamic memory and the ownership question new and delete cannot answer, classes and invariants, constructors, destructors and RAII, copy and move semantics through the Rules of Three, Five and Zero, and smart pointers as ownership policies. From there it builds out to inheritance and runtime polymorphism, templates and generic programming, the standard containers, iterators, algorithms and lambdas, the modern type and utility tools, exception safety and diagnostics, streams and data processing, build and project architecture, undefined behaviour and performance discipline, and concurrency fundamentals. It closes on the semiconductor work the language is for: C++ in a verification stack — transaction, reference, golden, register and memory models, stimulus generation and scoreboard comparison — and C/C++ to SystemVerilog DPI end to end, from linkage and extern "C" through scalar, array, open-array and string mapping to integrating a complete C++ reference model with a testbench.

Structured curriculum

Tutorials

Learn C++ Programming from beginner to advanced through structured tutorials.

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Labs

Practice C++ Programming using progressively challenging hands-on labs.

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What C++ Programming is

C++ is a compiled, statically typed language that adds a type and object model on top of C's machine-level control. Its central addition is not classes but the object lifetime: a constructor runs when an object comes into existence, a destructor runs when it goes out, and the language guarantees the pairing — which is what lets a resource be attached to a scope instead of to a programmer's discipline. Around that sit value semantics, references, templates and a standard library of containers and algorithms. In semiconductor work it appears wherever software has to be both fast and structured: reference and golden models a testbench scores against, cycle-accurate and instruction-set simulators, the internals of EDA tools, firmware and bring-up code, and the C++ side of the SystemVerilog DPI boundary. This curriculum teaches C++17 and labels later features where they appear, because 'C++ does X' is an incomplete sentence until you say which C++ and which compiler.

Why it exists

C gives you complete control over memory and no way to express who is responsible for it. That is workable for a few hundred lines and stops being workable for a reference model that lives for the length of a regression, allocating transactions and releasing them across thousands of calls. The failure is not that manual allocation is hard to write — it is that `free` has no owner, so correctness depends on every call site agreeing about a rule written nowhere in the code. C++ exists to put that rule into the type system: a destructor the compiler is obliged to run, ownership expressed in a function's signature, and containers that manage their own storage. The payoff for engineering work is specific rather than general. A model can be structured without becoming slow, a resource can be released on the exception path without a single explicit branch, and an interface can state in its parameter types whether it borrows a thing or takes it.

The part engineers get wrong

Most C++ bugs are not wrong algorithms; they are correct algorithms applied to objects that no longer exist, or that someone else also believes they own. A reference that outlives its referent, a vector that reallocated while an iterator was held, a base-class pointer deleted without a virtual destructor, a copy made where a move was intended and an expensive one where neither was — the shared shape is that all of them read as ordinary code. None reports anything at the point of the mistake. Worse, several are undefined behaviour, which does not mean 'unpredictable result' but 'the standard no longer describes your program' — and this curriculum demonstrates rather than asserts that, with one function, one compiler and two optimisation levels producing two opposite answers from the same source. The practical consequence is that reviewing C++ is not mainly about reading logic. For every object the questions are: who owns it, how long does it live, and is this a value, a reference or a resource — because those three answers decide whether the logic was ever reached with valid data.

Before you start

  • Programming fundamentals — variables, control flow and functions in some language
  • Familiarity with C is helpful and not assumed; where C++ differs from C, the difference is stated rather than presumed
  • Comfort compiling from a terminal, since the build is treated as part of the language rather than an afterthought

What you will be able to do

  • Say which C++ a claim refers to: the ISO standard, implementation-defined behaviour, or your compiler's extension
  • Initialise objects deliberately, and explain what each initialisation form actually does
  • Distinguish lifetime from scope, and predict when a destructor runs
  • Express ownership in an interface, so a signature states whether it borrows, shares or takes a resource
  • Apply RAII so that resources are released on the exception path with no explicit cleanup branch
  • Choose correctly among copy, move and neither, and recognise the Rule of Zero as the target
  • Use unique_ptr and shared_ptr for their actual ownership meanings rather than as automatic pointers
  • Avoid object slicing and know when a destructor must be virtual
  • Select a standard container from its invalidation and complexity behaviour, not its convenience
  • Write templates and use the standard algorithms instead of hand-rolled loops
  • Recognise undefined behaviour, and explain why it can change an answer between optimisation levels
  • Build a reference model for verification, and work across the SystemVerilog DPI boundary

The learning path

  1. The language and its buildWhy C++ appears in semiconductor engineering; compiling, linking and running; which standard you are actually writing; types, variables and initialisation
  2. Expressions, control flow and functionsExpressions and operators; control flow; functions, overloading and inlining; scope, storage duration and namespaces
  3. Memory, objects and lifetimePointers and references; arrays, strings and aggregate data; dynamic memory, object lifetime, and the ownership question new and delete cannot answer
  4. Classes, copying and ownershipClasses and encapsulation; constructors and destructors; RAII; copy and move semantics with the Rules of Three, Five and Zero; smart pointers; operator overloading
  5. Polymorphism, templates and the standard libraryInheritance; runtime polymorphism, virtual destructors and slicing; templates and generic programming; containers; iterators, algorithms and lambdas; modern type and utility tools
  6. Robustness, architecture and semiconductor useError handling and exception safety; files and streams; build and project architecture; debugging, undefined behaviour and performance; concurrency fundamentals; C++ for verification; the SystemVerilog DPI boundary

Core concepts

New to C++ Programming? Work through the curriculum in order — each lesson assumes the one before it, and the sequence is what turns the roadmap above into working knowledge.

Already working with it? Use the core-concept links above to jump straight to the topic you need; each one opens the lesson that covers it in most depth.

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Where this leads

Standards: ISO/IEC 14882 — Programming languages — C++ — The document that defines the language. This curriculum teaches the C++17 edition and labels later features where they appear; working drafts published by WG21 are freely available and are what most engineers actually read, but a draft is not the published standard, and this track says which it is quoting whenever a claim depends on it · IEEE 1800 (SystemVerilog) — Governs the DPI boundary itself — the import and export declarations and the type mapping. The C++ on one side remains ISO/IEC 14882; only the crossing is IEEE 1800's