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C# Development Tutorials, Guides & Insights

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Tutorial

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;
}

Apr 11, 2025
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Tutorial

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:

Apr 11, 2025
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Tutorial

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);
}

Feb 12, 2025
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Tutorial
csharp

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.

Aug 14, 2024
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Code
csharp

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.

Aug 12, 2024
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