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Slobodan is a software development consultant, C and C++ trainer, and author of two programming books. He specializes in training, research and development, and consulting. Slobodan has been working as a professional software developer for more than twenty years. Since 2019 he has been dedicated to providing training and consulting services, speaking at conferences, and writing programming books. Slobodan provides C and C++ training services to corporate clients through his company.
Sohail Somani is a contract cross-platform application developer who has been working in C++ and Python for over 10 years. He has worked in a variety of fields such as computer graphics, C++ compilers, finance and plain old desktop apps. Sohail’s obsession with (or hate of) time tracking led him to create Worklog Assistant, a cross-platform time tracker for JIRA, which is in use by more than a thousand companies worldwide. He hopes to one day achieve time tracking nirvana for his users so that he can finally move on to something else. He might be too optimistic…
Otherwise, Sohail is a full-time, work-at-home dad of 2 since 2007. He enjoys playing hockey and listening to rap music. You can contact him at firstname.lastname@example.org - but he doesn’t recommend that you visit the domain.
Staffan has been busting latency issues since the mid-80’s. These days he’s a C++ subject expert at Susquehanna International Group, where he spends his days working in an MSVC environment using Powershell and emacs.
Stephan T. Lavavej is a Principal Software Engineer at Microsoft, maintaining Visual C++’s implementation of the C++ Standard Library since 2007. He also designed a couple of C++14 features: make_unique and the transparent operator functors. He likes his initials (which people can actually spell) and cats (although he doesn’t own any).
Stephanie Brenham is a 3D Team Lead Programmer at Ubisoft Toronto. She most recently worked on Far Cry 6, which was the winner of the 2021 Navgtr award for Outstanding Graphics. In her role, she is responsible for the visual fidelity and performance of the graphic systems in games. Prior to joining Ubisoft Toronto, Stephanie spent six years at Autodesk and brought programming leadership to Maya, an Academy Award-winning software application used in movies like The Matrix, Monster’s Inc., and Avatar to name a few.
Stephanie is passionate about the importance of high-quality code and helping programmers write it, as demonstrated at GDC 2022 in her talk on hybrid ray traced reflections. In 2021, she was named to the Game Awards Future Class, which recognizes the inspiring individuals who represent the bright, bold, and inclusive future of video games.