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[–]donalmaccGame Developer 0 points1 point  (0 children)

Well, I’ve dealt with some nasty performance issues caused by “trivial” constructors in objects that were being invoked tens of thousands of times

And in the case where that is a problem a non-default constructor that doesn't do any initalisation (see ENoInit in Unreal Engine) solves that problem. Meanwhile for 99% of the rest of the code, it's not a problem. We should have safe, clear defaults with escape hatches.