# Unity Inherited Class Constructor/Code Cleanup

This topic is 4296 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

I have a small question/problem. I have been working on a project that uses a derived class whos parent class has a rather large constructor. The inherited class is intended to contain the same paramaters in its constructor as the parent class. Here is a very brief sample of my code format:
class Base{
public:
Base(int a, int b, int c) //The actual constructor is much larger
};

class Derived : Base{
public:
Derived(int a, int b, int c) : Base(a,b,c){};
};


So my question is pretty simple but I was having a little trouble finding a definitive answer through searches, books, articles etc. I understand that constructors are not inherited, but is there any way around having to write in all that extra functionality for the Derived class? Thanks in advance for any and all help, this community is awsome!

##### Share on other sites
Unfortunately, there isn't. It's been one of many reasons of programmers cursing on C++.

But, to my knowledge, introducing contructor inheritance is being reviewed by C++ standard comitee (although I don't believe they will go through with it).

##### Share on other sites
That's what I was afraid of. Thank you for the reply Deffer.

Edit: Oops, I posted this thread in the wrong forum. I meant to post it in the General section, sorry.

##### Share on other sites
Quote:
 Original post by Westones3I understand that constructors are not inherited, but is there any way around having to write in all that extra functionality for the Derived class?

you could use a template or even a macro to avoid having to type everything again :-)
However seriously: if you have any sort of significant initialization in your constructor, you may want to consider splitting its functionality into a separate init() function, that you simply call from your constructor.

##### Share on other sites
A few things you can do, one already mentioned:

1) have an init() / reset() function. It doesn't get you around having to type in params, but it does delay it ;-)

2) defaults, in two flavors: internal and parameter defaults. Parameter defaults will save you some typing:

Thing::Thing( a=0, b=0, c=0 );

the other is just internal initialization:

Thing::Thing() {
// set myself up automatically.
// wait for user to override any defaults though other functions.
}

But other than that, get used to typing!

• 10
• 14
• 11
• 10
• 11
• ### Similar Content

• Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

In Pseudo-Code:
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

I can't get my head around it. Any suggestions? Is the whole approach doomed?

Thank you in advance for any input!

• By devbyskc
Hi Everyone,
Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.

• Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?

• Good day,

I just wanted to share our casual game that is available for android.

Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.