Abdeljalil-Bouchfar / CPP-Modules

42 CPP-Modules explained, explanations of all the concepts and some helpful resources.

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CPP-NOTES

In this repository, I'll be sharing my notes on the CPP-Modules, including explanations of all the concepts I learned while doing this project, as well as some helpful resources.

OOP Definition:

Object-oriented programming (OOP) is a programming paradigm that uses objects - instances of classes - to represent and manipulate data, and the operations that can be performed on that data. The object-oriented approach emphasizes the organization of code into modular, reusable components, making it easier to understand, maintain, and extend.

The concept of objects first appeared in programming languages in the 1980s, and since then, almost all modern programming languages have incorporated object-oriented features. Some older programming languages have even had object-oriented features added retroactively to make them more powerful.

OOP is widely accepted as the most important and powerful way of creating software, especially for large and complex projects. The modular nature of OOP allows developers to build complex systems by breaking them down into smaller, more manageable pieces, and the use of objects makes it easier to reuse code across different parts of a project. Additionally, OOP allows for greater flexibility and scalability, making it easier to modify and maintain code as projects evolve over time.

The structure of OOP:

The structure, or building blocks, of object-oriented programming, include the following:

  • Classes

    Classes are user-defined data types that act as the blueprint for individual objects, attributes, and methods.

    If we think of a real-world object, such as a television it will have several features and properties:

    • We do not have to open the case to use it.
    • We have some controls to use it (buttons on the box, or a remote control).
    • We can still understand the concept of a television, even if it is connected to a DVD player.
    • It is complete when we purchase it, with any external requirements well documented.
    • The TV will not crash!

    In many ways, this compares very well to the notion of a class.

    A class should:

    • Provide a well-defined interface - such as the remote control of the television.
    • Represent a clear concept - such as the concept of television.
    • Be complete and well-documented - the television should have a plug and should have a manual that documents all features.
    • The code should be robust - it should not crash, like the television.

    With a functional programming language (like C) we would have the component parts of the television scattered everywhere and we would be responsible for making them work correctly - there would be no case surrounding the electronic components.

    Classes allow us a way to represent complex structures within a programming language. They have two components:

    • States - (or data) are the values that the object has.
    • Methods - (or behavior) are the ways in which the object can interact with its data, the actions.
  • Objects

    An object is an instance of a class. You could think of a class as the description of a concept, and an object as the realization of this description to create an independent distinguishable entity. For example, in the case of the Television, the class is the set of plans (or blueprints) for a generic television, whereas a television object is the realization of these plans into a real-world physical television. So there would be one set of plans (the class), but there could be thousands of real-world televisions (objects).

    Objects can correspond to real-world objects or abstract entities(Client, User, Product,...). When a class is defined initially, the description is the only object that is defined.

    Objects should have their own identity and be independent of each other. For example, if the channel is changed on one television it will not change on other televisions.

  • Methods

    Methods are functions that are defined inside a class that describe the behaviors of an object. Each method contained in class definitions starts with a reference to an instance object. Additionally, the subroutines contained in an object are called instance methods. Methods are usedfor reusability or keeping functionality encapsulated inside one object at a time.

  • Attributes

    Attributes are the data members or variables that hold the state or data of an object. They define the current state of an object and can be accessed or modified through methods or functions of the object.

The Four Pillars of OOP:

  1. Abstraction

    Show only necessary things to the user that he required, not extra information (use public, private, protected). Abstraction is done when we need to inherit from a certain class but do not instantiate the objects of that class.

    It is like programming the shared behavior of a Lion, a penguin, and a Salmon. All of them are different, but they share some traits: they all eat, breath, die, etc. That is why abstraction is important because it allows me as a developer to program something like an "Animal" object, that defines their common behavior.

  2. Encapsulation

    Group all relevant things together. I.e. encapsulation is used to hide the mechanics of the object, allowing the actual implementation of the object to be hidden, so that we don't need to understand how the object works. All we need to understand is the interface that is provided for us.

    Imagine a big company with multiple departments.

    Each department offers services to people, like "customer service calls": public methods.

    Then, departments interact with each other, request information, and delegate tasks: protected methods.

    And finally, some duties are managed internally in each department, for example, pays their employees: private methods.

    Thus, encapsulation would be to set some services as public, protected, and private depending on who can request them.

  3. Inheritance

    If something already exists, why should I recreate it (same as re-inventing a wheel)? Use inheritance to inherit all things of that class into your class. Inheritance enables you to create new classes that re-use, extend, and modify the behavior that is defined in other classes

    Remember those lions, penguins, and salmons? And remember that they all are animals. Well, the inheritance would be, for example, if when an animal is born "birth date" is defined as "today". That behavior would be shared by all animal types and therefore, lions penguins and salmons would inherit the "born behavior" from the animal class.

  4. Polymorphism

    means "multiple forms". In OOP these multiple forms refer to multiple forms of the same method, where the exact same method name can be used in different classes, or the same method name can be used in the same class with slightly different parameters.

    Remember those lions, penguins, and salmons? And remember that they all have a methed move, each one of them moves with defferent way, so this method will take a deffirent form for each oone of them.

Constructors and Destructor:

Constructors and destructor are special member functions in C++ classes that are used to initialize and destroy class objects, respectively.

A constructor is a special member function of a class that is called automatically when an object of that class is created. It has the same name as the class and no return type, not even void. Constructors can be overloaded, which means that a class can have multiple constructors with different sets of parameters. A constructor can also be explicitly declared as a default constructor or a copy constructor.

A destructor is another special member function of a class that is called automatically when an object of that class is destroyed. It has the same name as the class but is preceded by a tilde (~) character. A destructor has no return type, not even void.

class Car {
	public:
    // Constructor
    Car();
    // Destructor
    ~Car();
};

Note: It is important to note that if a class allocates resources during its lifetime, it should also define a destructor to release those resources. Failure to do so can result in memory leaks and other issues. Additionally, if a class defines a constructor, it is a good practice to also define a default constructor and a copy constructor to ensure that the class can be properly initialized and copied.

πŸ”— More about constructors

πŸ”— More about destructors

References

A reference, like a pointer, stores the address of an object that is located elsewhere in memory. Unlike a pointer, a reference after it is initialized cannot be made to refer to a different object or set to null.

In C++, references are typically implemented as pointers internally. When a reference is defined, the compiler sets up amemory location for the reference variable. This memory location contains the memory address of the original variable. This memory address is a pointer to the original variable.

When the reference is used in the code, the compiler follows the memory address stored in the reference variable to access the value stored in the original variable. This process is transparent to the programmer and happens behind the scenes.

To understand this more clearly, let's consider the following example:

int i = 21;
int& r = i;

Here, an integer variable i is defined with an initial value of 0. A reference variable r is defined and initialized to**i**. In this case, the memory layout would look something likethis:

Variable Value Memory Address
i 0 0x00001234
r 0x00001234 0x00001238

The memory address of i is 0x00001234 and contains the value 0. The memory address of r is 0x00001238, which contains the memory address of i (0x00001234).

When the reference variable r is used in the code, the compiler follows the memory address stored in r (0x00001234)to access the value stored in the original variable i (0).The value stored in the reference variable r is the memory address of i variable.

It's worth noting that the size of a reference variable is the size of a pointer on the platform, it takes the same amount of memory as a pointer.

In conclusion, references in C++ are implemented as pointers internally, and the compiler uses the memory address stored in the reference variable to access the value of the original variable.This allows the programmer to use the reference variable as if it were the original variable, while still maintaining the benefits of working with pointers, such as the ability to manipulate large data structures more efficiently.

πŸ”— More about References

Streams

A stream is an abstraction that represents a device on which input and ouput operations are performed.

The iostream library is an object-oriented library that provides input and output functionality using stream objects that allow youto read from or write to various sources, such as files, strings,or the console. They are part of the C++ Standard Template Library(STL) and provide a convenient way to perform input/output (I/O)operations.

There are several types of streams available in C++, including:

  • ifstream (input file stream) for reading from files
  • ofstream (output file stream) for writing to files
  • fstream (file stream) for both reading and writing to files
  • istream (input stream) for reading from any input source
  • ostream (output stream) for writing to any output source

The most commonly used streams are cin and cout, which are the standard input and standard output streams, respectively.They are both derived from the istream and **ostream**classes and are used for reading from and writing to the console.

Here is an example of using the cout stream to output amessage to the console:

#include <iostream>

int main() {
    std::cout << "Hello, World!" << std::endl;
    return 0;
}

And here is an example of using the cin stream to read aninteger from the console:

#include <iostream>

int main() {
    int x;
    std::cin >> x;
    std::cout << "You entered: " << x << std::endl;
    return 0;
}

πŸ”— More about Streams

Pointers to member functions

In C++, a pointer to a member function is a special type of pointer that can be used to call a member function on an object of a specific class. A pointer to a member function is declared by specifying the class name, followed by the scope resolutionoperator (::), followed by the keyword "function", followed by thefunction's return type, followed by the function's name, and finally a pointer operator (*).

Here's an example of declaring a pointer to a member function:

class MyClass {
public:
    void print() {
        std::cout << "Hello, World!" << std::endl;
    }
};

void (MyClass::*ptr)() = &MyClass::print;

In this example, ptr is a pointer to a member function of the class MyClass that takes no arguments and returns no value (void). The address of the print member function is assigned to the pointer using the address-of operator (&) and theclass scope operator (::).

To call a member function using a pointer to a member function,you must first create an object of the class, and then use the object and the pointer to call the function. Here is an example:

MyClass obj;
(obj.*ptr)(); // equivalent to obj.print();

Alternatively you can use the ->* operator to call a member function using a pointer to a member function.

MyClass* obj_ptr = new MyClass();
(obj_ptr->*ptr)(); // equivalent to obj_ptr->print();

It's worth noting that, pointers to member functions are different from pointers to non-member functions and also different from pointers to data members. Pointers to member functions require an instance of the class to call the function on and also require the use of the ->* or .* operator when calling the function.

πŸ”— More about Pointers to member functions

Operator overloading

Operator overloading is a feature that allows you to specify how objects of a class should behave when an operator is applied to them.

For example, you can overload the addition operator + for your custom class to allow objects of your class to be added together. When you define the addition operator for your class,you specify what the result of the addition should be.

To overload an operator, you define a special member function ofthe class called an operator function. The operator function hasthe same name as the operator being overloaded and is preceded bythe keyword operator.

Here's an example of overloading the addition operator for acustom class called MyClass:

class MyClass {
public:
  int value;
	// Operator overload declaration
  MyClass operator+(const MyClass& other) const;
};

// Operator overload definition
MyClass MyClass::operator+(const MyClass& other) const {
    MyClass result;
    result.value = this->value + other.value;
    return result;
}

In this example, the operator+ function is defined to add two MyClass objects together. The function takes a referenceto another MyClass object and returns a new **MyClass**object as a result of the addition.

You can now use the + operator with objects of the**MyClass** class, and the overloaded operator+ function will be called:

MyClass a, b, c;
a.value = 1;
b.value = 2;
c = a + b; // calls operator+

Fixed-point numbers

In C++ numbers can be represented in two ways Integers orFloating-point numbers,

  • Integers

    Integers are whole numbers without a fractional component.They can be positive or negative. Common integer types in C++include int, short, and long, integers aretypically stored in binary format, meaning they can onlyrepresent numbers expressed in binary (base 2) notation.

    Integer numbers are represented in the computer memory, as a sequence of bits: 8-bits, 16-bits, 24-bits, 32-bits, 64-bits,and others, but always a multiple of 8 (one byte).

  • Floating-point numbers

    Floating-point numbers , also known as float or double are numbers that have a fractional component.They represent decimal numbers and are implemented using afixed number of bits to represent the decimal point and significant digits. floating-point numbers have limited precision and may not be able to represent some decimal numbers exactly.

    The exact representation of numbers in memory can vary depending on the underlying hardware and the implementation ofthe compiler. However Floating-point numbers, such as float and double, are stored using the IEEE 754 standard (look for ieee754.h)

    • The IEEE 754 standard

      IEEE 754 is a widely used standard for representing floating-point numbers in computer systems. The standardwas developed by the Institute of Electrical and Electronics Engineers (IEEE) in 1985 and has since becomean industry standard for floating-point arithmetic in mostcomputer systems.

      The standard defines several different formats for floating-point numbers, including single-precision (32bits), double-precision (64 bits), and extended-precision(80 bits) formats. The most commonly used format is thesingle-precision format, which provides a trade-offbetween range and precision.

      IEEE 754 formats:

      Untitled

      The first bit is the sign bit, with 0 representing apositive number and 1 representing a negative number. Thenext N bits represent the exponent, and thefinal N bits represent the significand (or mantissa).

      πŸ”— Decimal to IEEE 754 Floating Point Representation

      πŸ”— IEEE 754 Floating Point Representation to its DecimalEquivalent

Fixed-point numbers are commonly used in computer systems where floating-point operations are not supported or are too slow(when performance is more important than precision).

  • Fixed-point numbers

    In fixed-point representation, a number is stored as aninteger with an implicit decimal point. The position of the decimal point is fixed and known in advance and does not change during arithmetic operations. For example, if we use a fixed-point representation with 4 bits for the integer partand 4 bits for the fractional part, the number 3.5 would berepresented as 0011.1000.

    Fixed-point representation has some advantages over floating-point representation, such as simpler arithmetic operations and lower memory usage. However, it has some limitations as well, such as a smaller range and lowerprecision compared to floating-point numbers.

    πŸ”— Introduction to Fixed Point Number Representation

    πŸ”— Fixed Point Arithmetic in C Programming

Inheritance

Inheritance is a way to create a new class (known as a derived class) from an existing class (known as a base class). The derived class inherits all non-private data members and all non-private member functions of the base class and can also add its own data members and member functions.

#include <iostream>
#include <string>

// Base class
class Shape {
  public:
    void setWidth(int w) {
        width = w;
    }
    void setHeight(int h) {
        height = h;
    }
  protected:
    int width;
    int height;
};

// Derived class
class Rectangle: public Shape {
  public:
    int getArea() {
        return (width * height);
    }
};

int main() {
  Rectangle rect;
  rect.setWidth(10);
  rect.setHeight(7);
  std::cout << "Area of the rectangle: " << rect.getArea() << std::endl;
  return 0;
}

In this example, the Shape class is the base class and the Rectangle class is the derivedclass.The Rectangle class inherits the setWidth and setHeight member functions from the Shape class and also adds its own member function getArea. The getArea function uses the width and height data members which are inherited from the Shape class.

Access specifiers

Access specifiers are used for determining or setting the boundary for the availability of class members(data members and member functions) beyond that class. For example, the class members are grouped into sections, private protected and public. These keywords are called access specifiers which define the accessibility or visibility level of class members.

By default the class members are private. So if the visibility labels are missing then by default, all the class members are private.

In inheritance, it is important to know when the objects of the derived class can use a member function in the base class. This is called accessibility and the access specifiers are used to determine this.

Access Specifier Description
public Public members are accessible from anywhere in the program and can be accessed by any object of the class, as well as by any function outside of the class. This is often used for member functions thatneed to becalled from outside the class, as well as for data members that are intended to be accessed directly.
protected Protected members are accessible from within the class itself, as well as by any derived class that inherits from the class. This is often used for member functions and data members that need to be accessed by derived classes, but not by other objects outside of the class hierarchy.
private Private members are only accessible from within the class itself, and cannot be accessed by any objects or functions outside of the class. This is often used for data members that should not be modified directly, as well as for member functions that are only used internally by the class itself.

Virtual Keyword

The virtual keyword is used to declare a virtual function. A virtual function is a function that can be overridden by a derived class, allowing the derived class to provide its own implementation of the function.

When a derived class overrides a virtual function, it provides its own implementation of the function thatis used instead of the implementation provided by the base class. This allows classes to provide a common interface, while still allowing each class to provide its own unique implementation of the interface.

Here's an example of using virtual functions:

class Animal {
public:
    virtual void speak() {
        std::cout << "Animal speaking..." << std::endl;
    }
};

class Dog : public Animal {
public:
    void speak() {
        std::cout << "Woof!" << std::endl;
    }
};

class Cat : public Animal {
public:
    void speak() {
        std::cout << "Meow!" << std::endl;
    }
};

int main() {
    Animal* animal = new Animal;
    Animal* dog = new Dog;
    Animal* cat = new Cat;

    animal->speak(); // Output: "Animal speaking..."
    dog->speak(); // Output: "Woof!"
    cat->speak(); // Output: "Meow!"

    delete animal;
    delete dog;
    delete cat;

    return 0;
}

In this example, the Animal class provides a virtual function speak(), which is overridden by the Dogand Cat classes. When speak() is called on an object of type Animal, the implementation provided bythe Animal class is used. However, when speak() is called on an object of type Dog or Cat, the implementation provided by the derived class is used instead.

Abstract class

An abstract class is a class that cannot be instantiated on its own and is designed to be used as a base class. It is an incomplete class that contains at least one pure virtual function. A pure virtual functionis a virtual function that has no implementation in the base class and is intended to be overridden by derived classes.

The purpose of an abstract class is to provide an interface for derived classes to follow. It defines a set of functions that derived classes must implement in order to be considered a concrete implementation of the abstract class. By providing an interface for derived classes, an abstract class can be used as a template for a family of related classes, providing a common base for all of them.

An example of an abstract class:

class Shape {
public:
    virtual double area() const = 0; // pure virtual function
    virtual double perimeter() const = 0; // pure virtual function
};

In this example, Shape is an abstract class that defines two pure virtual functions, area() and perimeter(). Any derived class that inherits from Shape must implement these two functions in order to be a concrete implementation of Shape.

A pure virtual function has no implementation in the base class and must be overridden by any derived class that wants to be instantiated.

Deep & Shallow copies

when an object is copied, there are two ways to do it: shallow copy and deep copy.

A shallow copy copies the values of the member variables from the original object to the new object.If a member variable is a pointer, then the copy will have a new pointer that points to the same memory location as the original pointer. This means that changes to the data pointed to by the original and copied pointers will affect both objects.

A deep copy, on the other hand, creates a new copy of the pointed-to data. This means that changes tothe data pointed to by one object's pointer will not affect the other object.

In general, deep copies are safer than shallow copies, because they do not share any data between objects. However, deep copies can be more expensive to create than shallow copies, because they require duplicating all of the pointed-to data.

Exceptions

Exceptions are a mechanism for handling errors and abnormal situations that occur during program execution. When an exception is thrown, it is an indication that something has gone wrong and the normal flow of the program cannot continue.

Exceptions are represented by objects that are thrown by a function using the throw keyword.The thrown object can be of any type, but it is typically derived from the std::exception class.

The process of handling exceptions involves three main components: the code that throws the exception, the code that handles the exception, and the system that facilitates the transfer of control between them.

The basic syntax for handling exceptions in C++ is the try-catch block. The code that might throw an exception is enclosed in the try block, and the code that handles the exception is enclosed in one or more catch blocks. If an exception is thrown in the try block, the program jumps immediately to the appropriate catch block, skipping any remaining code in the try block.

Here is an example of using exceptions:

#include <iostream>
#include <string>

void processString(const std::string& str) {
    if (str.length() < 5) {
        throw std::invalid_argument("String is too short");
    }
    std::cout << "Processing string: " << str << std::endl;
}

int main() {
    std::string input;
    std::cout << "Enter a string: ";
    std::cin >> input;

    try {
        processString(input);
    }
    catch (std::invalid_argument& e) {
        std::cerr << "Exception caught: " << e.what() << std::endl;
    }

    return 0;
}

In this example, the processString function takes a std::string parameter and checks whether the length of the string is less than 5 characters. If it is, an exception of type**std::invalid_argument** is thrown using the throw keyword.

In the main function, the processString function is called inside a try block. If anexception is thrown, the program jumps to the catch block, where the exception object is caught and its message is printed to the standard error stream.

The catch block can catch exceptions of different types by using multiple catch blocks. If no catch block is able to handle the thrown exception, the program terminates and displays an errormessage.

Casting

Casting is a conversion process wherein data can be changed from one type to another. C++ has two types ofconversions:

Implicit conversion: Conversions are performed automatically by the compiler without the programmer'sintervention.

float f_var = 4.2f;
int i_var = f_var; //Assigning a float to an int will trigger a conversion.

Explicit conversion: Conversions are performed only when explicitly specified by the programmer.

int i_var = 42;
float f_var = (float) i_var / 42;

In C++, there are four types of casting operators.

Operator Description Operator Type Return Value
static_cast<T>(expr) Converts between related types such as derived-to-base and vice versa. Can also be used for conversion between arithmetic types. Compile-time Value of type T
dynamic_cast<T>(expr) Safely converts pointers and references to classes up, down, and sideways along the inheritance hierarchy. Run-time If successful, a pointer/reference of type T to the complete object. If the cast fails and expr is a pointer, the result is a null pointer. If the cast fails and expr is a reference, the result is a bad_cast exception.
const_cast<T>(expr) Removes const, volatile, and __unaligned attributes from a type. Compile-time Value of type T
reinterpret_cast<T>(expr) Converts between types by reinterpreting the underlying bit pattern. Compile-time Value of type T

πŸ”— static_cast

πŸ”— reinterpret_cast

πŸ”— dynamic_cast

πŸ”— const_cast

Templates

Templates are a powerful feature that allows the creation of generic classes and functions that can work with different data types. They can be used to create a single implementation of a class or function that can be used with any data type, without having to create separate implementations for each data type.

Templates are declared using the template keyword, followed by the template parameter list enclosedin angle brackets <>. The template parameter list specifies one or more template parameters, which can be types, non-type values, or template parameters themselves.

template <typename T>
T minimum(const T& lhs, const T& rhs)
{
    return lhs < rhs ? lhs : rhs;
}

The above code describes a template for a generic function with a single type parameter T, whose returnvalue and call parameters (lhs and rhs) are all of this type. You can name a type parameter anything you like, but by convention single upper case letters are most commonly used. T is a template parameter;the typename keyword says that this parameter is a placeholder for a type. When the function iscalled, the compiler will replace every instance of T with the concrete type argument that is either specified by the user or deduced by the compiler. The process in which the compiler generates a class or function from a template is referred to as template instantiation:

minimum<int> is an instantiation of the template minimum<T>.

Templates can also be used with classes to create generic classes. Here's an example of a simple template class that represents a stack of any data type:

template<class T>
class Stack {
public:
    void push(T value);
    T pop();
private:
    std::vector<T> data;
}
  • template <typename T> vs template <class T>
    there is no difference between using typename or class as a template parameter declaration keyword, in fact, the typename keyword was added to C++ specifically to make template programming more readable and expressive. When used as a template parameter declaration, typename indicates that the dependent name that follows refers to a type. On the other hand, when class is used, itindicates that the dependent name could refer to a class type, but it could also refer to other thing ssuch as a function or a variable.

πŸ”— More about Templates

STL (Containers, Iterators, Algorithms)

STL stands for Standard Template Library. It is a collection of powerful, reusable, and efficient algorithms and data structures implemented and available as part of the C++ standard library.

The three main components of the STL in C++

  1. Containers: STL containers are used to store a collection of elements. There are classes that implement data structures to store and manage collections of objects. They provide methods for inserting, removing, and accessing elements, and they automatically manage memory allocation and deallocation. STL containers are generic, meaning they can store objects of any type, including built-in types and user-defined types.

    Here is a brief description of each container in C++98:

    • std::vector: A dynamic array that can resize itself as needed.
    • std::list: A doubly linked list that allows constant time insertions and deletions anywhere in the list.
    • std::deque: A double-ended queue that allows constant time insertions and deletions at both the beginning and end of the queue.
    • std::queue: A container adapter that provides a FIFO (first-in first-out) queue data structure.
    • std::priority_queue: A container adapter that provides a priority queue data structure, where elements are dequeued in order of their priority.
    • std::stack: A container adapter that provides a LIFO (last-in-first-out) stack data structure.
    • std::set: A container that stores a set of unique elements in sorted order.
    • std::multiset: A container that stores a set of elements in sorted order, allowing duplicates.
    • std::map: A container that stores a set of key-value pairs in sorted order by key.
    • std::multimap: A container that stores a set of key-value pairs in sorted order by key, allowing duplicates.
  2. Iterators: STL iterators provide a way to traverse the elements of a container. They act as pointers to the elements in the container and can be used to access and modify the data. There are several types of iterators available in the STL, such as input iterators, output iterators, forward iterators, bidirectional iterators, and random access iterators. Each type of iterator provides a different level of functionality and performance, depending on the requirements of the algorithm being used.

  3. Algorithms: STL algorithms are used to perform operations on the data stored in containers. There are many types of algorithms available in the STL, such as sorting, searching, counting, and more. These algorithms can be applied to any container, regardless of its type, as long as the appropriate iterator is used.

The combination of containers, algorithms, and iterators provides a powerful set of tools for working with data in a variety of contexts.

πŸ”— More about STL

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42 CPP-Modules explained, explanations of all the concepts and some helpful resources.


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