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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Matt Casanova Matt Casanova
Author Profile Icon Matt Casanova
Matt Casanova
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Table of Contents (13) Chapters Close

Preface 1. Introduction to Design Patterns FREE CHAPTER 2. One Instance to Rule Them All - Singletons 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

Learning and understand the uses of the const keyword

Using const is another area of programming that seems to be a little controversial. Some programmers argue that they have never had a bug where using const would have helped. Others feel that, since you can't guarantee that a const object won't be modified, it is completely worthless. The fact is that const objects can be modified. const is not magic. So, is const correctness still a good thing? Before we get into that, let's have a look at what const is.

When you create a const variable, you must initialize it. All const variables will be checked at compile time to make sure that the variable is never assigned a new value. Since it happens at compile time, it doesn't have an influence on the performance. These are a few benefits that we should consider. First, it improves readability. By marking a variable as const, you are letting the reader...

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