Date: Fri, 8 Jul 2022 17:57:41 +0800
Hello
I was doing a course over at Udemy on Unreal Engine C++ programming, and
tons of the code (I mean there were a lotta functions involving this)
enabled or disabled some boolean or set some value to true/false, as like
in semaphore types.
And I had to write two functions for each like: void EnableStuff() + void
DisableStuff(). Which got me thinking, why not handle this at the language
level. Like you could indicate if a function was a Enable/Disable actuator
and only require the expressed inclusion of the function in definition.
For example:
void *endis* Stuff(bool setMe); // endis (Enable/Disable keyword)
then when calling:
Stuff.enable() = enable // sets setMe to true
Stuff.disable() = disable // sets setMe to false
And C++ automatically generates the enable/disable switches, not requiring
further function defs and so on!! This will definitely be a super cool
improvement to the C++ QOL.
I was doing a course over at Udemy on Unreal Engine C++ programming, and
tons of the code (I mean there were a lotta functions involving this)
enabled or disabled some boolean or set some value to true/false, as like
in semaphore types.
And I had to write two functions for each like: void EnableStuff() + void
DisableStuff(). Which got me thinking, why not handle this at the language
level. Like you could indicate if a function was a Enable/Disable actuator
and only require the expressed inclusion of the function in definition.
For example:
void *endis* Stuff(bool setMe); // endis (Enable/Disable keyword)
then when calling:
Stuff.enable() = enable // sets setMe to true
Stuff.disable() = disable // sets setMe to false
And C++ automatically generates the enable/disable switches, not requiring
further function defs and so on!! This will definitely be a super cool
improvement to the C++ QOL.
Received on 2022-07-08 09:57:54