Posts Tagged template

C++ For C# Developers: Part 28 – Variadic Templates

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All of the templates we’ve written so far had a fixed number of parameters, but C++ lets us take a variable number of parameters too. This is like params in C# functions, but for parameters to C++ templates. Today we’ll dig into this feature, which has no C# equivalent, and learn how to write and use templates with any number of parameters.

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C++ For C# Developers: Part 27 – Template Deduction and Specialization

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Template deduction in C++ is like generic type parameter deduction in C#: it allows us to omit template arguments. Template specialization has no C# equivalent, but enables special-casing of templates based on certain arguments. Today we’ll look at how these features can make our code a lot less noisy and also a lot more efficient.

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C++ For C# Developers: Part 26 – Template Parameters

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Last time, we started looking at a core feature of C++: templates. We compared and contrasted them to C# generics and saw how they’re applied to classes, functions, lambdas, and even variables. Today we’ll leverage the power of so-called “non-type template parameters” and “template template parameters” to write some really interesting code.

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C++ For C# Developers: Part 25 – Intro to Templates

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C# generics (List<T>) look a lot like C++ templates (list<T>), but they’re different in many key ways. It’s a big subject, so today we’ll start by looking at some of the most common uses of templates: applying them to classes, functions, members, lambdas, and variables.

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C++ Scripting: Part 7 – MonoBehaviour Messages

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The series continues this week by addressing a pretty important issue. Previously, we were limited to doing all our work in just two C++ functions: PluginMain and PluginUpdate. This isn’t at all the normal way to work in Unity. It’d be a lot more natural to write our code in MonoBehaviour classes. So today we’ll come up with some tricks to allow us to write our MonoBehaviour code in C++ so we are truly scripting in C++.

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