C# generics (List<T>
) look a lot like C++ templates (list<T>
), but they’re different in many key ways. It’s a big subject, so today we’ll start by looking at some of the most common uses of templates: applying them to classes, functions, members, lambdas, and variables.
Posts Tagged class
Both C++ and C# have lambdas, but they have quite a few differences. Today we’ll go into how C++ lambdas work, including all their features and how they compare and contrast with C# lambdas. Read on to learn all the details!
Today we’ll wrap up structs and classes by discussing a bunch of miscellaneous features: local classes, unions, overloaded assignment operators, and user-defined literals. C# doesn’t have any of these features, but it can emulate some of them. Read on to learn a bunch of new tricks!
Today we’ll cover the last major topic of structs in C++: how we control access to them. We’ll talk about access specifiers like private
, the “friendship” concept, and finally get around to the details of const
.
We create objects out of structs and classes all the time, but oftentimes these evolve to the point where using them is really awkward. Today we’ll learn to recognize the telltale signs of an overextended object design and how to easily fix it.
Unity 2018.3 officially launched last Thursday and with it comes support for the very latest version of C#: 7.3. This includes four new versions—7.0, 7.1, 7.2, and 7.3—so it’s a big upgrade from the C# 6 that we’ve had since 2018.1. Today we’ll begin an article series to learn what happens when we use some of the new features with IL2CPP. We’ll look at the C++ it outputs and even what the C++ compiles to so we know what the CPU will end up executing. Specifically, we’ll focus on the new tuples feature and talk about creating, naming, deconstructing, and comparing them.
A lot of powerful language features like LINQ require massive performance hits, but today we’ll discuss some easy, low-overhead ways to add some safety and usability to C#.
So far we’ve had C++ classes that derive from other classes, but not their interfaces. Today we’ll make C++ classes implement all their interfaces to form a full type hierarchy. Along the way we’ll learn about how inheritance works in C++, specifically the esoteric form known as “virtual inheritance.”
Now that we have complete support overriding everything—methods, properties, indexers, events—that can be overridden in a base class or interface, there’s a bit of tidying up to do. In today’s article, we’ll take steps to make base types much more useful by inserting them into their proper place in the type hierarchy.
Today we’ll complete our ability to use C++ classes to derive from C# classes and implement C# interfaces. So far we’ve been able to override methods, properties, and indexers. Today we’ll add the ability to override events and derive from classes that don’t have a default constructor.
Those are the last two pieces of the puzzle that will allow us to derive from any C# base type with a C++ class. Read on for all the details about how this works.