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render thread için thread-safe olarak işaretler.",{"key":163,"text":164},"d","Sınıfın metotları için C++ virtual dispatch'ini devre dışı bırakır.","`UCLASS()`, Unreal Header Tool'a sınıf için reflection verisi üretmesini söyler; bu da sınıfı serialization, garbage collection ve editör gibi sistemlere görünür kılan şeydir.",{"id":167,"topic":9,"difficulty":150,"body":168,"options":169,"correct_key":163,"explanation":178},"01a01237-1a0a-71b8-8032-f7f97178c1f4","`UCLASS` olarak tanımlanmış bir C++ sınıfının içinde `GENERATED_BODY()` makrosu nereye yerleştirilmelidir?",[170,172,174,176],{"key":154,"text":171},"Son public üye fonksiyondan sonra herhangi bir yere.",{"key":157,"text":173},"Yalnızca bir `.cpp` dosyasının içine, asla header'a değil.",{"key":160,"text":175},"Sınıfın virtual destructor'ından hemen sonra.",{"key":163,"text":177},"Sınıf gövdesinin en ilk satırı olarak.","GENERATED_BODY() sınıf gövdesinin ilk satırı olmalıdır; Unreal Header Tool, üretilen reflection kodunu doğru şekilde eklemek için onu orada bekler.",{"id":180,"topic":9,"difficulty":181,"body":182,"options":183,"correct_key":154,"explanation":192},"01a01237-1a0f-703a-8539-3714f60b441c",2,"`USTRUCT()` ile tanımlanan bir tip ile `UCLASS()` ile tanımlanan bir tip arasındaki temel fark nedir?",[184,186,188,190],{"key":154,"text":185},"Bir `USTRUCT()` tipinin `UObject`'ten türemesi gerekmez.",{"key":157,"text":187},"Bir `USTRUCT()` tipi asla bir `UPROPERTY()` üyesi içeremez.",{"key":160,"text":189},"Bir `USTRUCT()` tipi ağ üzerinden her zaman otomatik olarak replicate edilir.",{"key":163,"text":191},"Bir `USTRUCT()` tipi bir `TArray` içinde kullanılamaz.","`USTRUCT()`, `UObject` kimliği, sahipliği ya da yaşam döngüsü olmadan hafif, değer-tipi veri reflection'ı sağlar; `UCLASS()` ise geleneksel olarak `UObject`'ten türeyen referans tipleri için kullanılır.",{"id":194,"topic":9,"difficulty":181,"body":195,"options":196,"correct_key":160,"explanation":205},"01a01237-1a10-7d43-9ff1-631e2337e51d","Unreal Engine'de bir C++ `enum class`'ı neden `UENUM()` ile işaretlersiniz?",[197,199,201,203],{"key":154,"text":198},"Böylece enum'un alttaki depolama tipi otomatik olarak integer'dan string'e değişir.",{"key":157,"text":200},"Böylece derleyici, hiçbir iki enumerator'ın aynı değeri paylaşmamasını zorunlu kılar.",{"key":160,"text":202},"Böylece enum'un değerleri editöre ve Blueprint'e görünür hale gelir.",{"key":163,"text":204},"Böylece enum, header'ı include edilmeden forward-declare edilebilir.","UENUM(), enum'u reflection'a kaydeder; bu da editörün ve Blueprint'in enumerator'ları göstermesini ve motorun seçilen değeri ham integer yerine ismiyle serialize etmesini sağlayan şeydir.",{"id":207,"topic":9,"difficulty":208,"body":209,"options":210,"correct_key":160,"explanation":219},"01a01237-1a13-7305-947d-482dd41165be",3,"Unreal'in reflection sisteminde, reflected bir interface tanımlamak neden biri `U` biri `I` önekli iki sınıf gerektirir?",[211,213,215,217],{"key":154,"text":212},"`U` önekli sınıf yalnızca Shipping build'lerde, `I` önekli sınıf ise yalnızca Debug build'lerde kullanılır.",{"key":157,"text":214},"`U` önekli sınıf Blueprint versiyonu, `I` önekli sınıf ise yalnızca-C++ versiyonudur ve proje başına yalnızca biri var olabilir.",{"key":160,"text":216},"`U` önekli sınıf reflection metadata'sını taşır; `I` önekli sınıf ise virtual fonksiyonları barındırır.",{"key":163,"text":218},"`U` önekli sınıf fonksiyon implementasyonlarını saklar, `I` önekli sınıf ise derlemeden sonra silinir.","Bu ikili-sınıf deseni, reflection kayıt işini (`U` sınıfı) saf virtual fonksiyonlara sahip asıl C++ interface sözleşmesinden (`I` sınıfı) ayırır; bir sınıf, `I` sınıfından türeyerek interface'i implement 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