So far, all of the memory our C++ code has allocated has either been global or on the stack. For the many times when the amount of memory isn’t known at compile time, we’ll need dynamic allocation. Today we’ll go over both the basics of new
and delete
, but also dive into some advanced C++ features such as overloading new
and “placement” new
.
Posts Tagged new
Last week’s article covered delegates, so it’s only natural that we follow up this week by covering events. Supporting delegates has laid a good foundation for supporting events, so let’s dive in and see how to implement and use them in C++.
One type of function was left out of Unity Function Performance: virtual functions. Functions in C# are non-virtual by default and you have to explicitly use the virtual
and override
keywords to override them. Why not make this the default, like in AS3 or Java? Are virtual functions that much slower? Today’s article finds out! Should you be worried every time you make a function virtual
?
Today we continue the series by looking at how resources—primarily memory—are acquired and cleaned up in C#. We’ll go way beyond the new
operator and discuss advanced features like finalizers and using
blocks that can make releasing resources much less prone to errors. Read on to learn!
A comment posted before the Flash Player 10.1 series of articles asked about the performance differences between creating an object with o = new Object()
and with o = {}
. Below I’ll look into the generated bytecode for these two approaches and test their relative performance to see if either approach is faster than the other.