[OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)
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jared771 at gmail.com
Mon Apr 2 22:55:58 UTC 2018
On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote:
> 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)
> {
>
> }
Worth mentioning is that doing this necessarily causes the struct
to be boxed. I would not be surprised if they ban structs
inheriting from interfaces.
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