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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 hello@sohailsomani.com - 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.
Stephen Kelly first encountered CMake through working on KDE and like many C++ developers, did his best to ignore the buildsystem completely. That worked well for 4 years until 2011 when the modularization of KDE libraries led to a desire to simplify and upstream as much as possible to Qt and CMake. Since then, Stephen has been responsible for many core features and designs of ‘Modern CMake’ and now tries to lead designs for its future.
Steve Klabnik is a Ruby and Rails contributor, member of the Rust core team, and a hypermedia enthusiast. He’s the author of “Rust for Rubyists,” “Rails 4 in Action,” and “Designing Hypermedia APIs.”
When Steve isn’t coding, he enjoys playing the Netrunner card game.
Sy Brand is Microsoft’s C++ Developer Advocate. Their background is in compilers and debuggers for embedded accelerators, but they’re also interested in generic library design, metaprogramming, functional-style C++, undefined behaviour, and making our communities more welcoming and inclusive.