[OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)
rumbu
rumbu at rumbu.ro
Mon Apr 2 20:19:17 UTC 2018
On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote:
>>
>> - Only structs are used, no classes;
>> - .NET collections are replaced by native collections that
>> manage their own memory
>> - No code that would trigger GC is allowed
>> - Compiler is aware of Unity features and is able to explore
>> SIMD, by doing auto-vectorization, and transparently transform
>> structs fields into optimal representations
The struct type in C# is more versatile than the D's equivalent,
mainly because of the fact that you can inherit interfaces. You
can have template constraints in D but this is not as user
friendly as a struct interface.
So in C# you can write code like this:
interface IRange<T>
{
void popFront();
bool empty();
T front();
}
struct MyRange<T>: IRange<T>
{
//implementation
}
void foo<T>(IRange<T> someRange)
{
//do something with someRange even it's a struct
//this includes code completion and other IDE specific stuff.
}
In D, template constrains are not very clean and they not have
IDE support:
void foo(T)(T someRange) if (isInputRange!T)
{
}
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