Posts Tagged virtual function

C++ For C# Developers: Part 14 – Inheritance

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Now that we know how to initialize structs and other types in C++, we can take a look at inheritance and learn how to make structs derive from each other. There’s a lot of extended functionality here compared to C# class inheritance. Read on to learn the basics as well as advanced features like multiple inheritance and virtual inheritance!

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Function Types: A Spectrum

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C# gives us lots of types of functions for us to call. We must constantly decide between them. Should this function be static? Should it be virtual? There are many factors that go into making the decision. Today we’ll look at the function types as a spectrum and hopefully get a little perspective on our options.

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DIY Virtual Functions in Burst

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Now that we’ve seen how function pointers work and perform in Burst, let’s use them to build a higher-level feature: virtual functions!

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5 Common Misuses of Collections

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Collection types like List<T> and Dictionary<TKey, TValue> are fundamental tools in C#. Sadly, I keep seeing the same misuses of them in codebase after codebase. Today we’ll look at the top 5 problems and learn how to easily avoid them!

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The Effects of Useless Code

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There are a lot of ways to write C# code that has no effect. One common way is to initialize class fields to their default values: public int Value = 0;. Today we’ll go over five types of useless code and see what effect it has on the actual machine code that the CPU executes. Do IL2CPP and the C++ compiler always do the right thing? Let’s find out!

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IL2CPP Function and Boxing Costs

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Today we continue looking at the C++ that IL2CPP generates for our C# code by calling various types of functions and using boxing and unboxing. Just how much performance overhead do these entail? Read on to find out!

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C++ Scripting: Part 25 – Full Type Hierarchy

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So far we’ve had C++ classes that derive from other classes, but not their interfaces. Today we’ll make C++ classes implement all their interfaces to form a full type hierarchy. Along the way we’ll learn about how inheritance works in C++, specifically the esoteric form known as “virtual inheritance.”

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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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The Other CPU Cache

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We’ve seen how using the CPU’s cache can lead to a 13x speedup, but that’s only utilizing one of the CPU’s cache types. Today’s article shows you how to go further by utilizing a whole other type of CPU caching!

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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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