Posts Tagged define

C++ Scripting: Part 8 – Platform-Dependent Compilation

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The series continues today to fill a small, but important gap in the C++ plugin’s build script. Unity helpfully provides symbols like UNITY_IOS for us to check with #if. This lets us add and remove blocks of code that should only be present in a certain build of the game. We’d like the same functionality in C++ that Unity provides to C#, so today we’ll upgrade the build script to allow that.

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Creating A Better Assert Function

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The assert function is found in many languages to provide a way for you to check for errors only in debug builds of your code. For release/production builds, the asserts are removed to make the compiled code smaller and remove all of the overhead of the error checking. Flash doesn’t come with such a feature built-in, but can we build one ourselves? Today’s article will try to do just that using nothing but Adobe’s modern AS3 compiler: ASC 2.0.

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The Const Keyword

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Amazingly, I’ve never covered the const keyword, but a couple of recent comments have prompted me to cover the subject in depth with today’s article.

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