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Asked: May 11, 20262026-05-11T12:04:48+00:00 2026-05-11T12:04:48+00:00

I have been programming for a few years now and have used function pointers

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I have been programming for a few years now and have used function pointers in certain cases. What I would like to know is when is it appropriate or not to use them for performance reasons and I mean in the context of games, not business software.

Function pointers are fast, John Carmack used them to the extent of abuse in the Quake and Doom source code and because he is a genius 🙂

I would like to use function pointers more but I want to use them where they are most appropriate.

These days what are the best and most practical uses of function pointers in modern c-style languages such as C, C++, C# and Java, etc?

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  1. 2026-05-11T12:04:48+00:00Added an answer on May 11, 2026 at 12:04 pm

    There is nothing especially ‘fast’ about function pointers. They allow you to call a function which is specified at runtime. But you have exactly the same overhead as you’d get from any other function call (plus the additional pointer indirection). Further, since the function to call is determined at runtime, the compiler can typically not inline the function call as it could anywhere else. As such, function pointers may in some cases add up to be significantly slower than a regular function call.

    Function pointers have nothing to do with performance, and should never be used to gain performance.

    Instead, they are a very slight nod to the functional programming paradigm, in that they allow you to pass a function around as parameter or return value in another function.

    A simple example is a generic sorting function. It has to have some way to compare two elements in order to determine how they should be sorted. This could be a function pointer passed to the sort function, and in fact c++’s std::sort() can be used exactly like that. If you ask it to sort sequences of a type that does not define the less than operator, you have to pass in a function pointer it can call to perform the comparison.

    And this leads us nicely to a superior alternative. In C++, you’re not limited to function pointers. You often use functors instead – that is, classes that overload the operator (), so that they can be ‘called’ as if they were functions. Functors have a couple of big advantages over function pointers:

    • They offer more flexibility: they’re full-fledged classes, with constructor, destructor and member variables. They can maintain state, and they may expose other member functions that the surrounding code can call.
    • They are faster: unlike function pointers, whose type only encode the signature of the function (a variable of type void (*)(int) may be any function which takes an int and returns void. We can’t know which one), a functor’s type encodes the precise function that should be called (Since a functor is a class, call it C, we know that the function to call is, and will always be, C::operator()). And this means the compiler can inline the function call. That’s the magic that makes the generic std::sort just as fast as your hand-coded sorting function designed specifically for your datatype. The compiler can eliminate all the overhead of calling a user-defined function.
    • They are safer: There’s very little type safety in a function pointer. You have no guarantee that it points to a valid function. It could be NULL. And most of the problems with pointers apply to function pointers as well. They’re dangerous and error-prone.

    Function pointers (in C) or functors (in C++) or delegates (in C#) all solve the same problem, with different levels of elegance and flexibility: They allow you to treat functions as first-class values, passing them around as you would any other variable. You can pass a function to another function, and it will call your function at specified times (when a timer expires, when the window needs redrawing, or when it needs to compare two elements in your array)

    As far as I know (and I could be wrong, because I haven’t worked with Java for ages), Java doesn’t have a direct equivalent. Instead, you have to create a class, which implements an interface, and defines a function (call it Execute(), for example). And then instead of calling the user-supplied function (in the shape of a function pointer, functor or delegate), you call foo.Execute(). Similar to the C++ implementation in principle, but without the generality of C++ templates, and without the function syntax that allows you to treat function pointers and functors the same way.

    So that is where you use function pointers: When more sophisticated alternatives are not available (i.e. you are stuck in C), and you need to pass one function to another. The most common scenario is a callback. You define a function F that you want the system to call when X happens. So you create a function pointer pointing to F, and pass that to the system in question.

    So really, forget about John Carmack and don’t assume that anything you see in his code will magically make your code better if you copy it. He used function pointers because the games you mention were written in C, where superior alternatives are not available, and not because they are some magical ingredient whose mere existence makes code run faster.

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