C# Development Tutorials, Guides & Insights
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Avoiding Memory Leaks in C++ Without Smart Pointers
What’s wrong? If someCondition() returns true, buffer is never deallocated.
void loadData() {
char* buffer = new char[1024];
try {
if (someCondition()) {
throw std::runtime_error("Something went wrong");
}
// more code...
} catch (...) {
delete[] buffer;
throw;
}
delete[] buffer;
}Deep Copy in C++: How to Avoid Shallow Copy Pitfalls
This is the Rule of Five. Add move semantics if your class is performance-sensitive and uses resource ownership.
When your class uses raw pointers:
Implementing a Domain-Specific Language (DSL) with LLVM and C++
Implementation: CodeGen.cpp
#include "DSL/AST.h"
#include <llvm/IR/Module.h>
#include <llvm/IR/Verifier.h>
#include <llvm/IR/LegacyPassManager.h>
#include <llvm/IR/Function.h>
#include <llvm/Support/TargetSelect.h>
#include <llvm/IR/IRBuilder.h>
#include <memory>
#include <iostream>
llvm::Function* generateFunction(llvm::LLVMContext& context, llvm::Module& module, ASTNode* root) {
// Create function type: double ().
llvm::FunctionType* funcType = llvm::FunctionType::get(llvm::Type::getDoubleTy(context), false);
llvm::Function* function = llvm::Function::Create(funcType, llvm::Function::ExternalLinkage, "main_expr", module);
llvm::BasicBlock* block = llvm::BasicBlock::Create(context, "entry", function);
llvm::IRBuilder<> builder(block);
llvm::Value* retVal = root->codegen(builder);
if (!retVal) {
std::cerr << "Error generating code for the expression." << std::endl;
return nullptr;
}
builder.CreateRet(retVal);
if (llvm::verifyFunction(*function, &llvm::errs())) {
function->eraseFromParent();
return nullptr;
}
return function;
}
void optimizeModule(llvm::Module& module) {
llvm::legacy::PassManager passManager;
// Add some basic optimization passes.
// In a production compiler, you'd add many more!
passManager.add(llvm::createInstructionCombiningPass());
passManager.add(llvm::createReassociatePass());
passManager.add(llvm::createGVNPass());
passManager.add(llvm::createCFGSimplificationPass());
passManager.run(module);
}Developing a Real-Time Multiplayer Game with Unity and C#
- Add sound effects, particle effects, and other visual feedback for actions like shooting or taking damage.
- Ensure the game is responsive and enjoyable by fine-tuning the controls and networking code.
- Use Unity’s build settings to export the game to different platforms (e.g., Windows, Mac, Android).
- Ensure that the multiplayer functionality works seamlessly across different platforms.
Unity Inventory System using Scriptable Objects
This snippet provides a basic structure for creating an inventory system using scriptable objects in Unity, which allows for easy data management and scalability.
Create a scriptable object for defining item properties.