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Learning C++ by creating games with UE4

You're reading from   Learning C++ by creating games with UE4 Learn C++ programming with a fun, real-world application that allows you to create your own games!

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Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
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Author (1):
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William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (14) Chapters Close

Preface 1. Coding with C++ FREE CHAPTER 2. Variables and Memory 3. If, Else, and Switch 4. Looping 5. Functions and Macros 6. Objects, Classes, and Inheritance 7. Dynamic Memory Allocation 8. Actors and Pawns 9. Templates and Commonly Used Containers 10. Inventory System and Pickup Items 11. Monsters 12. Spell Book Index

Chapter 6. Objects, Classes, and Inheritance

In the previous chapter, we discussed functions as a way to bundle up a bunch of lines of related code. We talked about how functions abstracted away implementation details and how the sqrt() function does not require you to understand how it works internally to use it to find roots. This was a good thing, primarily because it saved the programmer time and effort, while making the actual work of finding square roots easier. This principle of abstraction will come up again here when we discuss objects.

In a nutshell, objects tie together methods and their related data into a single structure. This structure is called a class. The main idea of using objects is to create a code representation for every thing inside your game. Every object represented in the code will have data and associated functions that operate on that data. So you'd have an object to represent your player instance and related functions that make the player jump...

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