Posts Tagged platform

C++ For C# Developers: Part 41 – System Integration Library

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A programming language without access to the underlying system is of little use. Even a “Hello, world!” program requires the OS to output that message. Today we’ll start looking at the system access that the Standard Library provides. We’ll see how to access the file system, so-called “smart” pointers, and check the time using various system clocks.

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C++ For C# Developers: Part 38 – C Standard Library

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Today we’ll begin exploring the C++ Standard Library. As C++ is mostly a superset of C, the C++ Standard Library is mostly a superset of the C Standard Library. So we’ll begin there!

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C++ Scripting: Part 8 – Platform-Dependent Compilation

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The series continues today to fill a small, but important gap in the C++ plugin’s build script. Unity helpfully provides symbols like UNITY_IOS for us to check with #if. This lets us add and remove blocks of code that should only be present in a certain build of the game. We’d like the same functionality in C++ that Unity provides to C#, so today we’ll upgrade the build script to allow that.

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