The series continues today by picking up where we left off with pointers. We’ll discuss a popularly-used alternative in C++: references. These are quite different from the various concepts of references in C#!
Posts Tagged function
The series continues today with functions. These are obviously core to any programming language, but it’s not obvious how many ways they differ from functions in C#. From compile-time execution to automatic return value types, there are a lot of differences to cover today.
C# gives us lots of types of functions for us to call. We must constantly decide between them. Should this function be
static? Should it be
virtual? There are many factors that go into making the decision. Today we’ll look at the function types as a spectrum and hopefully get a little perspective on our options.
Function pointers aren’t the only way to express a unit of work. Unity’s own job system does just this, albeit in a different way. Today we’ll compare the performance of Burst’s function pointers against jobs themselves!
Unity 2019.3 and Burst 1.2 bring us support for function pointers! Behind the scenes, these power everyday C# functionality like
abstract functions, delegates, and interfaces. Today we’ll look at how to use them and what Burst compiles them to.