Dan saks

https://www.dansaks.com/articles.shtml

https://www.embedded.com/reflections-on-virtual-functions-in-c/#_edn5 oop is a stuct with virtual functions,each function takes the struct as an argument.

https://www.youtube.com/watch?v=D7Sd8A6_fYU "talking to c programmers about c++"

https://www.youtube.com/watch?v=ieERUEhs910

articles
https://www.embedded.com/judgment-calls/

pointers
https://www.embedded.com/standard-cs-pointer-difference-type/?utm_source=eetimes&utm_medium=networksearch (https://archive.ph/SptO5)Standard C’s pointer difference type

links to archive 200900195 and archive 201803576

https://www.aristeia.com/Papers/IEEE_Software_JulAug_2004_revised.htm (https://archive.ph/wip/IZLfK) The activity of "design" includes many things, but certainly one of the most important aspects is interface specification. Interfaces determine which aspects of a component are accessible and to whom; they thus determine encapsulation. Interfaces specify what functionality (data, properties, methods, and so forth) is available to clients. Interfaces reflect how a system is broken down into its constituent components.

Interfaces are everywhere. They're the "I" in GUI and API, but they're much more pervasive than that. Classes and structs have interfaces; functions and methods have interfaces; templates and namespaces have interfaces; subsystems and modules have interfaces; libraries and applications have interfaces. Regardless of your role in the development of a software system, it almost certainly involves some interface design, so it's helpful to have some heuristics that indicate when you're doing it well—or poorly. Over time, I've come to the conclusion that the most important general interface design guideline is this:

classes
https://www.embedded.com/implementing-a-derived-class-vtbl-in-c/?utm_source=eetimes&utm_medium=networksearch virtual tables in c

eetimes
https://www.eetimes.com/?s=dan%2Bsaks

https://www.eetimes.com/accessing-memory-mapped-classes-directly/

links
C coding

Oop

Torvalds on C++