Intermediate C++ Game Programming Tutorial 18

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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.

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
  • Basic idea of a polymorphic state machine and its application to entity behavior

Video Timestamp Index

Tutorial 18.1

  • Create a free function that calls SpecialMove() on the instances of derived classes of MemeFighter 0:23
    • This requires the member function SpecialMove() to be added to the base class...
    • ... and the signatures of these member functions in the derived classes to match up
  • Using virtual on the member function in the base class 3:17
    • This enables the overridden functions in the child classes to be called
    • When you refer to a derived class object using a pointer or a reference to the base class, you can call a virtual function for that object and execute the derived class's version of the function
  • Applying the override keyword to increase code safety 5:17
    • Tells the compiler that you are intending to override something virtual in a base class

Tutorial 18.2

  • WORK-IN-PROGRESS

Source Code

Inheritance Github Repository

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)

See also