Appendix C — The end?

Congratulations! You made it all the way through the tutorials! Take a moment and give yourself a well-deserved (insert something you enjoy here).

Now, after breathing a long sigh of relief, you’re probably asking the question, “What next?”.

What next?

By this point, you should have a solid understanding of the core C++ language. This sets you up well to continue your learning journey into other adjacent areas. So if there’s something you’re really interested in learning about, now’s a good time to see whether you have enough knowledge to jump into that.

However, for most users, I think there are a few natural next steps.

Data structures and algorithms

If you haven’t already learned about these, this is my strongest recommendation.

A data structure is a collection of data and a well defined set of methods to access or manipulate that data. The most common data structure used in programming is the array, which holds a number of elements of the same type in sequential memory. You can manipulate the data inside an array by using array indexing to directly access (or modify) the elements inside the array. In the lessons, we also covered the stack data structure, which provide push, pop, and top functions to access the data on the stack.

An algorithm is a self-contained set of operations that typically manipulate or calculate outputs from the data in a data structure. For example, when you look through an array to find the median value, you’re executing an algorithm. Binary search is an algorithm to determine if a given value exists in a sorted array. Sorting routines (such as selection sort and bubble sort) are algorithms that sort data sets.

Over the years, mathematicians and computer scientists have come up with a fairly standard set of reusable data structures and algorithms that are useful for constructing more complex programs. These all have various tradeoffs. For example, arrays are fast to access data and sort, but slow to add or remove elements. Linked lists, on the other hand, are slow to access data and sort, but very fast to add or remove elements (if you already know where those elements are).

Why does it matter? Let’s use an analogy. If you were going to build a house, you could build all of your tools from scratch if you wanted. But it would take a long time, and you’d probably mess quite a few things up and have to start over (ever created a hammer? Me neither). Also, if you use the wrong tool for the job, your quality would suffer (try nailing in nails with a wrench).

More likely, you’d go to the local hardware store and buy a few tools: a hammer, a level, a carpenter’s square, etc… and then read some internet tutorials on how to use them properly. These would vastly accelerate your house construction efforts.

Data structures and algorithms serve the same purpose in programming: they are tools that, if you know how to use them, can vastly accelerate how quickly you can get things done at quality.

The good news is that many of these data structures and algorithms have already been implemented in the standard library. You’ve already encountered some of these in the preceding tutorials: std::array, std::vector, std::stack, std::string, and std::sort, to name a few. Learning to use these effectively and appropriately is a great use of your time.

If you’re short on time (or patience), learning how to use the most common data structures and algorithms is the minimum you should do. But if you have the inclination, try recreating those data structures yourself, from scratch. It’s really good practice on writing reusable code, and will help you down the road when something you need isn’t in the standard library. But then throw them out, and use the ones in the standard library. :)

The C++ standard library

The bulk of the C++ standard library is data structures and algorithms. However, the standard library contains other things too, and another next step could be to explore those. Among other things, there are numerics (math) libraries, input/output routines, functions to handle localization and regionalization, regular expressions, threading, and file access. Every new release of C++ (which has been happening about every 3 years now) adds a batch of new functionality into the standard library. It isn’t critical that you know how everything in there works, but it’s worth at least being aware of what exists, so that if you happen upon the need for it, you can go learn more as needed. is my go-to reference for discovering what exists.

Graphical applications

In our tutorial series, we developed console applications, because they’re easy, cross-platform, and don’t require installing additional software. Unlike many modern programming languages, C++ does not come with functionality to create application windows, or to populate those windows with graphical elements or graphical user interface widgets (checkboxes, sliders, etc…). To do those things in C++, you’ll need to enlist the help of a 3rd party library.

Getting a graphical application up and running requires a few additional steps. First, you’ll need to actually install the 3rd party library and connect it to your IDE, so you can compile it into your program. Most graphical libraries should come with instructions on how to do this for the most popular IDEs. Next, you need to instantiate an OS window, which requires calling certain function from the toolkit. Most, if not all, of the libraries should have sample programs that you can compile and dissect if you’re not sure how to do something basic.

There are a lot of libraries out there, and which one you should use depends on your requirements (you’ll have to do your own research to determine which one is right for you). Popular choices include Qt, WxWidgets, SDL, and SFML. If you want to do 3d graphics, all of these frameworks support OpenGL, and there are great OpenGL tutorials on the internet.

Graphical applications typically run differently than console applications. With a console application, the program starts executing at the top of main() and then runs sequentially, usually stopping only for user input. Graphical applications also start executing at the top of main(), typically spawn a window, populate it with graphics or widgets, and then go into an infinite loop waiting for the user to interact with the window (via mouse click or keyboard). This infinite loop is called an event loop, and when a click or keypress happens, that event is routed to the function(s) that handle that type of event. This is called event handling. Once the event is handled, the event loop continues to run, waiting for the next bit of user input.

TCP/IP / Network programming (aka. the internets)

These days, it’s pretty rare to find programs that don’t connect to the internet, a back-end server/service, or leverage the cloud in some way. Any program that requires you to have an account and log in is connecting to a server and authenticating a user. Many programs connect to some service to check whether an update is available. Social applications maintain a persistent connection to a social infrastructure, to allow users to communicate with each other on demand. These are examples of networking.

Networking (broadly) is the concept of having your program connect to other programs, either on your machine, or on network-connected machines, to exchange information. Networking is a powerful tool -- in the past, if you wanted to change the behavior of your application, you had to release an application update. Now, with some good program design, you can simply update information on a server somewhere, and all instances of the program can leverage that change.

As with many things C++, there are libraries out there to help make your C++ programs network capable. The Asio C++ library is a commonly used one (there are two variants -- a standalone version, and a version that integrates with Boost, which is a library that provides a lot of different functions, much like the standard library).


All of the programs we’ve seen in this tutorial series run sequentially. One task is completed, then the next one starts. If a task gets stuck (e.g. you’re asking the user for input and they haven’t entered any yet), the whole program pauses. This is fine for simple academic programs, but not so great for actual applications. Imagine if your program couldn’t handle the user clicking on something because it was busy drawing something on the screen, or if the whole program paused/froze when a network call was happening. The program would feel unresponsive.

Fortunately, a method exists to allow programs to execute multiple tasks at the same time. This is called threading. Much like how (most of) you can walk and chew bubble gum at the same time, threading allows a program to “split” its attention and do multiple things in parallel.

For example, some graphical applications (such as web browsers) put the rendering (drawing graphics) portions of the applications on a separate thread, so that updating the screen doesn’t block other things (like accepting user input) while the drawing is happening. Network calls are often done on separate threads, so that if the network call takes a while to resolve, the application doesn’t grind to a halt while its waiting.

Threading is powerful, but it introduces additional complexity, and a lot of room for additional errors. Therefore, I wouldn’t recommend starting here -- but it is a good area to learn about eventually, especially if you want to do complex graphical applications or network programming.

A good bye!

At this point, I’d like to take a moment to thank you for stopping by and reading this tutorial series. I hope you enjoyed your time here and have found this site useful. Special thanks to those of you who have helped keep this website a free resource available to everyone by viewing ads that interest you. Please drop by again!

Good luck (and skill) in your future endeavors, and happy programming! And remember, old programmers never die -- they just go out of scope.


PS: If you have any feedback or other suggestions for things to explore next, please mention them in the comment section below.

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B.3 -- Introduction to C++17

197 comments to Appendix C — The end?

  • Hi Alex!

    I watched Bjarne Stroustrup's "C++20: C++ at 40" talk ( ) yesterday and it inspired me to tell you about some ideas and concerns I've had for some time now. I'm quoting Bjarne, as I have gotten the impression that you like him and it might help to convince you to apply certain changes.

    Judging by the amount of comments I see in the more advanced chapters as compared to the start, not a lot of people make it to the end. This is to be expected, C++ isn't easy. But those numbers can be increased. I'm afraid people get scared away by the use of legacy code. By legacy code I mean language features that have been made easier by abstractions to a point that they no longer take a prevalent role in C++.

    1:07:46, while talking about raw pointers and dynamic memory allocation: "Don't go to that level unless you have to".

    This affects the majority of Chapter 6. A chapter that comes before standard containers and classes. Trying to teach the innards of abstractions before showing what can be done with them doesn't work well. I don't want you to remove the lessons about close-to-memory language features, as they are an important part of C++ and they are the very thing that got me into the language. But for the most part, C++ is used as a high-level language. When there is a layer of abstraction above a feature, introduce that abstraction first. At the end of the chapter, or at the end of all lessons, talk about how those abstractions are implemented or why one might need to move down a layer. This includes, but is not limited to, smart pointers before `new`; `vector`, `array`, `span` before C-style arrays; `std::string` before C-style strings. For the majority of people that come here, C++ is the first programming language they learn, don't scare them away by using legacy code.

    1:11:20: "When you try to explain what C++ is, don't start with C, and then say, 'and then in C++98 we got, and then in C++11 we got' and so on."

    This backs my point above. Standard updates make small changes to the language, but make big changes to the standard library. At least that's what happened in C++11 to C++17. C++20 will change the language. The std library updates can't go unnoticed, they make C++ a lot easier, requiring less boilerplate from new people, which is something that I myself didn't like when I learned C++. The std implementations are easier to use, more readable, safer, and most likely perform better than custom implementations. Sorting, iterating, and parallelizing aren't things that need to be written by hand. I look at them as good practices in a quiz after showing the according std functions. Many of the questions I answer would be unnecessary if newer code was used, especially talking about everything involving pointers.

    1:17:19: "Legacy code is a major problem." (Note that "legacy code" refers to code older than my definition here).

    I wouldn't go as far as calling the code on learncpp a major problem, but it will become one if you don't keep up. Learncpp is a great source, but it will be useless if it doesn't incorporate modern language features. I said this several times already, there's barely even content of C++11. You haven't been able to keep up with the past 8, almost 9 years. You're not to blame, you don't appear to have a lot of time and even if you had, it's still a lot of work to update and maintain learncpp. C++ is a big language after all. I don't see things getting better with C++20, pretty much everything needs an overhaul.
    As recommended by a user before, please consider making learncpp an open source project. Even if it's just to fix issues in existing lessons, it will save you time you can invest in adding new content or rewrite the old. Your writing style has been praised by many people, I understand if you don't want entire lessons to be contributed.

    • noobmaster

      "...not a lot of people make it to the end". I think the reason behind it is this tutorial looks more complex and detailed compared to some other c++ online tutorials. It's pretty hard to keep motivated when learning some chapters that seems too long and complex. It took me 6 months to finish the whole tutorial (not fully understand/remember it though). This tutorial could teach someone with no prior programming experience but not really "beginner-friendly" in my opinion. Maybe it's a good idea to move some chapters to advanced topics section

      I agreed for the legacy code things, but even my teachers at university and many other online tutorials still using the older version. Maybe because of habits idk. So I totally understand if Alex still using the old style too

      Open source for learncpp?
      I think it's a good idea, or maybe Alex just need you (nascardriver) too make this whole tutorial even better :)

      Anyway, big thanks to Alex for this great tutorial

    • Alex

      As always, thanks for the lengthy and well-written feedback, Nas.

      re: Pointers, I agree wholeheartedly -- the chapter on pointers is where people currently go to die. As part of my ongoing update, I'm intending to spend more time covering some of the useful container classes and algorithms, and de-emphasizing pointers and C-style arrays and do-it-yourself code (trying to see if it's viable to put it after the chapter on classes). These things were more relevant pre-C++11, and are becoming increasingly less so over time.

      re: Language versions, we can assume C++11 is a reasonable minimum version for professionals to be using at this point in time. Please feel free to point out any pre-C++11 references as you run across them, and those can be deprecated.

      The modules changes in C++20 is going to be a fun update, as it will affect literally every example on the site, and we're going to end up with a bifurcation between those who are/aren't using C++20. Still not sure how to handle that one.

      Given my time limitations, perhaps it is time to considering bringing on a trusted editor (as a first-step towards migrating the site to more of an open source model). Are you volunteering? :)

      • > C++11 is a reasonable minimum version for professionals
        That's true. But learncpp isn't supposed to produce professionals, is it? It's goal is to teach the core language to anyone who wants to learn C++. When I learn a language, I'm expecting to learn the latest stable version, which right now is C++17 with notes about what will change in C++20. It's easier to forget about new features than it is to learn about new ones. If someone is limited in their choice of the standard version, they'll quickly figure out how to do something without using newer standards. On the other hand, everyone who finishes learncpp with C++11 and wants to learn modern C++ has to go over everything they just learned and learn a whole lot of new things that could've been taught right from the beginning.
        People who learn C++ mostly aren't limited in their choice of a compiler or settings. There are niche chases where people want to learn C++ on an old raspberry pi or so, but they shouldn't be the reason that's holding everyone else back.

        > The modules changes in C++20 is going to be a fun update
        I sure hope so. I'm honestly not expecting to get widespread compiler support (gcc, clang, msvc) for modules anytime soon though. Late 2020 maybe.
        Old `#include`s will continue to work, there's no pressure.
        I haven't used modules yet, so I can't tell how difficult it would be for a beginner to use includes or modules when the other thing is taught. Showing modules but not using them in the other lessons will have the same effect on the learners as brace initialization had. They'll use whatever is used in the lessons and forget about what was taught.
        Since the majority of lessons use single-file examples, I'd update them few multi-file lessons to modules and keep (and update) the introductory lesson about headers.

        > Are you volunteering?
        I most certainly am. Let me know what you want me to do and what you don't want me to do.

  • SighFactory

    I'm actually just getting started here. I wanted to swing by the comments on this page and see how other folks fared. I'm a beginner, just past the first few lessons and judging by the range of results I've read so far... I'll see you here again in a few months to say thanks. ^_^ Looks like an awesome resource.

  • Ivan Amirov

    Thank you for everything! I've read almost the entire chapters and I can explicitly say that you guys helped me a lot! Everything is written in understandable way. I appreciate your work so much!

  • Carl

    First of all, thank you so much for your effort. This is a very valuable resource online, indeed. Thank you. Regarding topics that I dare to recommend for the future, I've come across with the boost library often and it is so tough. Even the syntax, it almost looks like a different language with a very peculiar way of declaring variables, functions, weird data types which I presume are included in this library... It seems that boost is quite popular, so a short introduction to start working with it would be a nice complementary material.

    • Alex

      Just my opinion, but I'm less likely to recommend Boost now that I would have been pre-C++11 -- for the simple reason that many of Boost's features have been integrated into the standard library over time. I suspect this will continue to be true into the future, and that Boost will increasingly take on the role of "experimental feature incubator".

  • I would also like to thank you for learncpp! There are a lot of tutorials, books, ... but at the beginning of LearnCPP I read that the proposal was to explain in more detail and not tiring, and I can say that you really achieved that goal. Most stayed around because they found a different way to explain.

    Congratulations to Alex who knows how to write well and in a very enlightening way and also to nascardriver who has great patience in answering as many questions and comments as possible! Even the ads that appeared were more interesting, I clicked on several and even bought a product I was looking for =)

    I also wanted to thank everyone who commented, as I also learned a LOT from the comments and questions from many people who made LearnCPP stay alive!

    My tips: It would be interesting to see GTK + and WxWidgets tutorials, Qt I would not indicate because there is already enough on the internet and is easier to implement, in my opinion. And if possible also tutorials linked to the OpenCV library which is growing a lot for use of AI resources.

    Hugs and thanks to all!

    • Alex

      Thanks for the feedback! Although I'd love to do a graphical/forms tutorial, as soon as I pick one I'm sure I'll get a hundred requests to do the other ones too. :) At least for now, I'm intending to stick to platform & library agnostic material.

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