Posts Tagged class

The Other CPU Cache

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We’ve seen how using the CPU’s cache can lead to a 13x speedup, but that’s only utilizing one of the CPU’s cache types. Today’s article shows you how to go further by utilizing a whole other type of CPU caching!

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How to Use the Whole CPU

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Last week’s article showed how to effectively use the CPU’s caches to boost performance by an order of magnitude. Today’s article goes even further to show you how to use even more of the CPU’s capabilities!

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How to Write Faster Code Than 90% of Programmers

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Most programmers write code for an abstract computer. The thing is- code runs on a real computer that works in a specific way. Even if your game is going to run on a wide range of devices, knowing some of the common features can speed up your code 10x or more. Today’s article shows you how!

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Iterators vs. Callbacks: Performance and Garbage

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Iterator functions and their ability to yield return values then continue on really come in handy for a variety of situations. Unfortunately, they come with some pretty serious performance and garbage creation drawbacks. So today’s article explores alternatives in various forms of callbacks: delegates, interfaces, and classes. Can they perform better than iterator functions? Can they avoid garbage creation? Read on to find out!

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Hiding Unity Library Internals

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When writing code for a library, there is invariably some of it you want to hide from the users of the library. You want to keep the public API clean, but Unity makes this tough. Today’s article discusses a strategy for laying out your code so that users of the library aren’t burdened by classes, functions, and properties that they don’t need to know about. Read on to see how!

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Better CPU Caching with Structs

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While little utilized, C#’s struct type can come in really handy sometimes. Today’s article shows how to use it to get a lot more mileage out of modern CPUs’ caches to really boost your app’s performance. Read on for some quick tips!

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Making Enums More Flexible and Extensible

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Enums are great at what they do: creating a simple integer type with specific values. Their main purpose is to choose one value out of many like enum Color { Red, Green, Blue }. But what if you have data attached to those choices? What if the data is one type for one choice and another type for another choice? What if there are two pieces of data to attach to one choice and only one for another? Today’s article shows a simple pattern you can use instead of enum in these cases to get a lot more flexibility and extensibility. Read on to see how!

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Using Structs to Avoid Creating Garbage

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It’s easy to forget about struct in C#. After all, it’s not available in other languages like Java or AS3 and it seems to have fewer features than good old class. But struct can really help you out when it comes to garbage creation! Today’s article discusses some strategies to get the most out of struct. Read on to learn how to use structs to put a stop to that pesky garbage collector!

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How to Recover Anonymous Types

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When we just need a quick and dirty type to hold some values, C#’s anonymous types fit the bill: var person = { First="John", Last="Doe", Age=42 }. On the down side, since these types are anonymous they have no explicit type. The var variable is strongly typed, but you have to use the object type when passing them to other functions. But then how do you get the fields back out? Today’s article shows you how so that anonymous types will be more useful to you. Read on to find out how to recover anonymous types!

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From AS3 to C#, Part 13: Where Everything Goes

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Today we continue the series by wrapping up C#’s class/interface/struct/enum system with a discussion of where to put them all. We’ll focus on package/namespace, organizing types into files, and some details of using/import.

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