As a very large language used for a very wide range of purposes over many decades, C++ can be written in a lot of different ways. Today we’ll look at some of the norms for “modern” C++ to get a sense of how code is normally written.
Posts Tagged override
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
?
Continuing from last time, this article begins covering features of C# classes that aren’t in AS3. We’ll begin with abstract classes and functions, which AS3 required workaround code to enforce even at run-time. Today’s article shows you how to use C# to cleanly enforce these at compile-time.
With access specifiers, statics, plain functions, and overriding, there are a lot of ways you can dress up a function in AS3. But how many programmers really know the performance implications of these options? Read on to find a straightforward test showing just that. EDIT: added functions defined in interfaces, getters, setters, and final functions.