Difference between revisions of "Intermediate C++ Game Programming Tutorial 19"
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[https://youtu.be/g-NGBFCn3co Tutorial 19] | [https://youtu.be/g-NGBFCn3co Tutorial 19] | ||
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− | * Using <code>dynamic_cast< | + | * Using <code>dynamic_cast<DerivedType>(pBaseType)</code> to determine to what derived type a pointer to a polymorphic base type is actually pointing [https://youtu.be/g-NGBFCn3co?t=54s 0:54] |
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** A dynamic cast can be used on pointers and on references | ** A dynamic cast can be used on pointers and on references | ||
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** <code>const_cast<>()</code> | ** <code>const_cast<>()</code> | ||
*** remove constness | *** remove constness | ||
− | ** c-style cast (int) etc. | + | ** <code>(...)...</code> c-style cast (int) etc. |
*** can do all of the above, even if you don't mean to<br /> | *** can do all of the above, even if you don't mean to<br /> | ||
***<code>const Base* pBase = &obj;</code> <br /> | ***<code>const Base* pBase = &obj;</code> <br /> |
Latest revision as of 21:53, 16 October 2019
In this video Chili teaches us how to figure out what our polymorphic pointers are actually pointing to (aka "type discovery"). Just note that although we can do this, it is generally a weaksauce way to go about things. Virtual functions are 1000% more hype than type discovery bullshit. Oh yeah, we also finally see all the C++ style casts united.
Topics Covered
-
dynamic_cast<T*>
anddynamic_cast<T&>
-
const_cast
- Overview of all C++ style casts
- RTTI with
typeid()
- The
type_info
class
Video Timestamp Index
[Expand]
- Using
dynamic_cast<DerivedType>(pBaseType)
to determine to what derived type a pointer to a polymorphic base type is actually pointing 0:54
- Using
static_cast<>()
to convert pointers within an inheritance hierarchy 6:20
- Using
const_cast<>()
to remove a const from a reference or pointer (yes, you read that right) 7:27
- Overview of different types of casts 9:30
- Using RTTI (Runtime Type Information) 13:01
- The
type_info
class 15:05
- Main take-away 16:40
Source Code
Note that the code for this video is in a different branch called "casting". You will not find it in the master branch.