After reading that a couple of times it is a bit clearer, thank you. I need to wrap my head around this. I am working on a simple render/game engine, where, of course, vectors and matrices are flying around.

Is the compiler sophisticated enough that is it able to avoid the copying. For instance, if i have a struct Matrix4x4 a = node.getTransformation() and use a for whatever, but never alter it, will it be able to avoid the copy? What if i declare it const or immutable? Do i have to use a pointer to it?

After doing some small stuff in D I am not impressed by the mental mapping I am having with the memory system currently. I have some more experience with high performance programs in C++ and appreciate the transparency of the memory management.

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