I just re-read the "Doom3 Source Code Review" by Fabien Sanglard
(http://fabiensanglard.net/doom3/) and apparently they don't use
the Standard C++ library. "The engine does not use the Standard
C++ Library: All containers (map,linked list...) are
re-implemented but libc is extensively used."
I
Please correct me if I'm wrong.
It's not the allocation itself that is the problem it's that it
will trigger the GC to stop the world at some point.
I had times when I missed the Java-style Exception handling.
First time I just the D sockets exceptions was thrown during
runtime. The Library Reference didn't tell my anything about
exceptions neither did the compiler.
This could've been avoided with documentation stating which
exceptions can
On Friday, 26 April 2013 at 06:18:29 UTC, deadalnix wrote:
On Friday, 26 April 2013 at 06:01:27 UTC, Walter Bright wrote:
The real issue is do you want to have the implicit conversions:
0 => false
1 => true
or would you require a cast?
Yes.
+1
What about the implicit conversion for the ot