Posts Tagged virtual

C++ Scripting: Part 19 – Implement C# Interfaces with C++ Classes

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Implementing interfaces and deriving from classes is commonplace in many codebases. Today we’ll make it so C++ classes can implement C# interfaces and derive from C# classes. This means our C++ game code will be able to implement custom IComparer classes for sorting a List and derive custom EventArgs for dispatching in events. Read on to see how this is implemented and how to use it in our projects.

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Virtual Function Performance

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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?

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From AS3 to C#, Part 4: Abstract Classes and Functions

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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.

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