Let’s continue the series with another nuts-and-bolts topic: control flow. The Venn diagram is largely overlap here, but both C# and C++ have their own unique features and some of the features in common have important differences between the two languages. Read on for the nitty-gritty!
Posts Tagged if
Last week we started exploring the new features of C# 7.3 in Unity 2018.3 by delving into tuples. This week we’ll continue and look at pattern matching. Read on to see how the many forms of pattern matching are actually implemented by IL2CPP!
Sometimes a tiny amount of code costs a huge amount of performance. This is especially true of built-in language features, which many programmers assume to be extremely cheap if not free. Today we’ll look at if
and see just how much performance it can cost your app. Read on to see!
C# delegates can be used like function pointers. Assign it once and you don’t have to use an if
over and over. But is the overhead of the delegate worth it? Today’s article puts it to the test to see if this a valid performance boost versus just using an if
over and over. Read on to see if a delegate is worth your time.
Continuing the series on C# syntax, today we’ll look at the differences an AS3 programmer can expect to encounter when using conditionals (if/else
, switch/case/break/goto
) and exceptions (try/catch/finally/throw
). We’ll also look at iterators, an all-new category for AS3 programmers that empowers us to both iterate however we want and to write coroutines, a kind of lightweight pseudo-thread.
The if-else
keyword is not free. So, how expensive is it? Today’s article finds out.
Surprisingly, some interesting things have been happening with conditionals like if-else
in AS3. First, a brand new AS3 compiler—ASC 2.0—has been released with the promise that it’ll generate more efficient bytecode. Second, some readers have pointed out the existence of a new (to me) technique: the “if-else tree”. Today’s article takes a look at just what that is and tests it against the classic options: if-else
, the ternary (? :
) operator, and the switch
statement. Which will be fastest?
There’s more to AS3’s break
and continue
statements than you might think. Chances are, you’ve used them to skip to after a loop (break
) and skip the current loop iteration (continue
), but they can do so much more. Today’s article will cover some of the advanced ways to use the break
and continue
statements in AS3 resulting in nicer—and maybe even faster—code.
Why do I see so many AS3 programmers writing so much redundant code? Are you one of them? Today’s tips may save you a lot of typing. It may even save you a lot of SWF size.
Today I’m revisiting an article I wrote last August about conditionals: if-else
chains, ternary (? :
) operators, and switch
statements. In that article I showed that if-else
chains are about as fast as ternary operators and that both of them are 10-15% faster than switch
statements. Today we’ll take a look at how those conditionals scale beyond just the few cases in the last article.