[0] https://www.slideshare.net/SergeyPlatonov/gor-nishanov-c-cor... Interesting to note, slide #11 uses a tokenizer to demonstrate the usefulness of coroutines. IIRC, Rob Pike used a very similar (maybe his was a lexer/parser?) example in '14 re: Go.
[1] http://luncliff.postach.io/post/exploring-msvc-coroutine
[2] https://channel9.msdn.com/events/CPP/CppCon-2016/CppCon-2016...
[3]https://paoloseverini.wordpress.com/2015/03/06/stackless-cor...
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Side-note : Love it or hate it, the C++ community is certainly moving at a vibrant pace. I don't write production C++ code anymore (and haven't for a long time) but I still go out of my way to watch the CppCon talks. IMO, they consistently produce best quality talks just because you have so many excellent programmers from various industries using select subsets of C++ in all sorts of different ways. The people writing games are focused on making sure they're portable 'enough' to hit all the major platforms, without getting too tied to platform-specific low-level calls, while retaining the necessary performance to get satisfactory models/meshes/lighting/collision detection/raytracing/dozens-of-other-things completed within that tiny 16.33 millisecond gap to complete the framebuffer and swap in the next frame. The academics who are doing vast numerical computations will be talking about their new MPI utilizations (and undoubtedly, next years talk will be re: a boatload of RDMA/NUMA optimizations). People complain that C++ is a mishmash of too many concepts (pun not intended). I.e., you can write it in the "C with Objects" style, or the "I use TMP so much my code is basically Haskell", and anywhere in between - but it's that heterogeneity that ends up yielding such high caliber talks.