Some more tips -- avoid implicit construction. If you pass an object (instead of a reference or a pointer) to a function, then a temporary duplicate of the original object will be constructed and used in the routine.
Also, if your function returns an object, you'll be be constructing a temporary to do that job. Less common situation, but also possible: if object A is used where object B required, and there is a constructor for B that takes an A as a parameter, a B will be created automagically. You'd be surprised just how many temporary unnamed objects can be created if you are not watching out for such things. The real overhead in C++ is the "invisible" stuff... -- -Richard M. Hartman [EMAIL PROTECTED] 186,000 mi/sec: not just a good idea, it's the LAW! Stormgate Communications wrote in message <[EMAIL PROTECTED]>... > >In my experience (both on the Palm and in the embedded systems world) it's >certainly possible to use C++ and stay almost as efficient as pure C, >while gaining a lot of the advantages that C++ provides. > >I'd suggest approaching it as an embedded system (i.e. firmware) as >opposed to a desktop application (i.e. software). > >Turn off RTTI and exceptions. Avoid multiple inheritance. Keep in mind >that virtual functions may be a problem if launched without the globals >being initialized. Unrestricted use of new and delete may be a problem, >especially on older devices with limited dynamic heap. > >Used wisely, the overhead can really be reduced to a bare minimum. Take a >look at any article on EC++. A good web page to get started at is >http://www.dinkumware.com/embed9710.html > >-- >Don Meyer >Stormgate Communications > > -- For information on using the ACCESS Developer Forums, or to unsubscribe, please see http://www.access-company.com/developers/forums/
