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Re: ObjC 3D engine
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Re: ObjC 3D engine


  • Subject: Re: ObjC 3D engine
  • From: Uli Kusterer <email@hidden>
  • Date: Mon, 25 Jun 2007 23:45:21 +0200

On 25.06.2007, at 18:59, Kaelin Colclasure wrote:
Second, if you *must* use C++ keep it isolated into dedicated (and hopefully small), performance-critical modules -- ideally that are compiled as a separate target from the bulk of your project. I recommend against falling into the practice of using ObjC++ for all of your sources. Your compilation times suffer, and more insidiously the incompatibility between ObjC and C++ exceptions makes it extremely tricky to use either safely.

I can definitely attest to that. You don't want to run the ObjC++ compiler on even one more file than you need to.


Personally, I'd create a Cocoa wrapper class that looks like NSArray from the outside and uses STL only on the inside. Or even better, just write your own code with an NSMutableData block as the backing store for a C array. Or just malloc a block, whatever floats your boat, man. If you're really only using std::vector, that should give you about the same performance if you know any algorithm basics.

The only types where it would be worthwhile are std::map and a few other of the more complex STL types.

Cheers,
-- M. Uli Kusterer
http://www.zathras.de



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 >Re: ObjC 3D engine (From: Kaelin Colclasure <email@hidden>)

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