An int&
reference is just as much of a variable as int* const
would be (a const pointer to a non-const int). “Variable” might be a misnomer here, but it takes just as much memory as any other pointer.
An int&
reference is just as much of a variable as int* const
would be (a const pointer to a non-const int). “Variable” might be a misnomer here, but it takes just as much memory as any other pointer.
If the hard mode merely makes everything into a bullet sponge with huge HP bar, no thanks. I’m perfectly fine with some games just being easier and others just being harder. Or having multiple well thought out difficulty options, but only if they are actually well thought out.
never mind, I looked it up. It’s a “reference” instead of a pointer. Similar, but unlike a pointer it doesn’t create a distinct variable in memory of its own.
I’m almost sure it does create a distinct variable in memory. Internally it’s still a pointer, specifically a const pointer (not to be confused with a pointer to a const value; it’s the address that does not change). Think about it as a pointer that is only ever dereferenced and never used as a pointer. So yes, like the other commenter said, like an alias.
How many email accounts do you have? It might be a huge factor. I have about 7 accounts I need to check regularly and I cannot imagine doing it manually for each. I can see it working for one or maybe two though.
It… isn’t poop?
Which features do you mean? Not disagreeing with you, I’m just curious.