Difference between revisions of "Intermediate C++ Game Programming Tutorial 18"
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== Errata == | == Errata == | ||
− | * Forgot the | + | * Forgot the virtual destructor for <code>class Weapon</code>! (this one hurts) |
* In the children, the function signatures should be: <code>int CalculateDamage( const Attributes& attr,Dice& d ) const override</code> | * In the children, the function signatures should be: <code>int CalculateDamage( const Attributes& attr,Dice& d ) const override</code> | ||
− | * Though not technically an error, it might have been a better decision to make Weapon::GetName() and Weapon::GetRank() pure virtual functions (this would reduce the amount of per-instance data to just the vtable ptr) | + | * Though not technically an error, it might have been a better decision to make Weapon::GetName() and Weapon::GetRank() (pure) virtual functions (this would reduce the amount of per-instance data to just the vtable ptr) |
== See also == | == See also == | ||
* [[Intermediate C++ Game Programming Tutorial 19|Next in series (Tutorial 19)]] | * [[Intermediate C++ Game Programming Tutorial 19|Next in series (Tutorial 19)]] | ||
* [[Intermediate C++ Game Programming Series]] | * [[Intermediate C++ Game Programming Series]] |
Revision as of 13:25, 12 December 2017
Another two-parter here, and we got the real stuff now. Virtual functions allow you to unlock the true potential of inheritance in C++. You need to know this shit.
Contents
Topics Covered
Part 1
- How to create a virtual function
- Using the override keyword
- Creating a pure virtual function
- Using a container of pointers to manage a heterogeneous collection of objects
- virtual destructors
Part 2
- Using inheritance and composition together
Video Timestamp Index
Source Code
Errata
- Forgot the virtual destructor for
class Weapon
! (this one hurts) - In the children, the function signatures should be:
int CalculateDamage( const Attributes& attr,Dice& d ) const override
- Though not technically an error, it might have been a better decision to make Weapon::GetName() and Weapon::GetRank() (pure) virtual functions (this would reduce the amount of per-instance data to just the vtable ptr)