I recently had to do some work in C++ on Unreal Engine and that was interesting. I built in C++ for many years before there was any kind of standardisation about shared pointers and reference counting and Microsoft had come up with IUnknown and QueryInterface with a million interface GUIDs in the Windows Registry - now things are much nicer in C++ land anyway and Unreal has additions on top of that. That all said, I get a nervous tic when I allocate a new object and trust something else to manage the lifecycle! I've spent too long with garbage collectors ;)
That surely sounds like a hassle to deal with. Makes me even more glad that we have a more formalized RAII principle nowadays. I'd rather not imagine how bad things can get without semantic lifetimes in environments with mixed manual memory management and garbage collectors! 😅
Some comments have been hidden by the post's author - find out more
For further actions, you may consider blocking this person and/or reporting abuse
We're a place where coders share, stay up-to-date and grow their careers.
I recently had to do some work in C++ on Unreal Engine and that was interesting. I built in C++ for many years before there was any kind of standardisation about shared pointers and reference counting and Microsoft had come up with IUnknown and QueryInterface with a million interface GUIDs in the Windows Registry - now things are much nicer in C++ land anyway and Unreal has additions on top of that. That all said, I get a nervous tic when I allocate a new object and trust something else to manage the lifecycle! I've spent too long with garbage collectors ;)
That surely sounds like a hassle to deal with. Makes me even more glad that we have a more formalized RAII principle nowadays. I'd rather not imagine how bad things can get without semantic lifetimes in environments with mixed manual memory management and garbage collectors! 😅