FastString | StringBuilder class for Unity games | Game Engine library
kandi X-RAY | FastString Summary
kandi X-RAY | FastString Summary
Alternative to the StringBuilder class for Unity games, with minimal memory allocation and faster performance. Based on FastString by Nicolas Gadenne of Gaddy Games. The class has been designed to be most useful in common game situations: a concatenation of a few string and data, then used by a Unity api method as an immutable string - every frame. It handles Append() and Replace() without doing any allocation, except for very rare capacity augmentation (contrary to StringBuilder which surprisingly does capacity change very often). It also appends float and int numbers without any allocation. The only common memory allocation is when you retrieve the final immutable string - but this is only done when required.
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QUESTION
I'm learning the binary compatibility based on this KDE wiki, and see that
add a virtual function to a class that doesn't have any virtual functions or virtual bases
will break compatibility. Then I had a try.
Assume I want to create a FastString.dll to provide out, and here is the definition.
...ANSWER
Answered 2018-Mar-16 at 10:06The calling of the non-virtual function FastString::length()
is layout independent and that function being defined in the DLL knows the actual object layout and finds the right member. You should be hit by layout incompatibilities by making m_len
public and accessing it from outside of DLL.
While there is no general rule about where the VMT is located it is usually created by compiler and put inside some specific translation unit (*.obj) , i.e. there where the first virtual function is defined. Sometimes when for instance all virtual functions are inline more advanced strategies must be applied and they usually involve linker. But generally when using an older header compiler will have not enough hints involving presence of the VMT and will not create a VMT pointer for that object.
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