By request, today’s article follows up on my Unity Function Performance article from a year and a half ago using Unity 5.0. It adds on
virtual functions to get a more complete picture of how various function calls in Unity perform. Of course it runs these tests using Unity 5.4 to see if there have been any changes in the engine. Read on for the results!
Posts Tagged performance
Every time I see
for (var i = 0; i < array.Length; ++i) I wonder if accessing that
Length property is slow. Should I cache it? It’s comforting to know that
for (int i = 0, len = array.Length; i < len; ++i) is only dealing with local variables except on the first loop. Local variables must be faster, right? Likewise, I wonder the same thing about
List<T>.Count. I finally got around to running a test to see if caching these length properties makes any performance difference. The answers might surprise you!
File I/O can be a major performance bottleneck for many apps. It’s all too easy to read files in a way that is massively inefficient. Classes like
BinaryReader make it really easy to write super slow code. Today’s article explores why this happens and what can be done about it. Read on to learn more!
We’re nearing the end of the series to build a no-garbage replacement for
System.Linq. Today we tackle functions that work on already-sorted ranges and functions that work on ranges that are in heap order. These include common set operations like “union” and “intersection”. Read on to see how to use them and for the updated library that you can use to eliminate your garbage creation!
Back from a brief break, we pick up this week by finishing up the “modifying sequence operations” with some gems like
RandomShuffle and go through the “partitions” category with functions like
IsPartitioned. These are all solid algorithms with a lot of potential uses, so read on to see how to use them with iterators and for the source code that implements them!
Today’s article takes a break from the iterator series to investigate an interesting anomaly with the
List.ForEach function: it’s surprisingly fast! So fast that it’s actually competitive with regular old
while functions. How can it be so fast when it has to call a delegate that you pass it for every single loop iteration? Read on for to find out!
Last week’s article introduced the concept of iterators as an alternative to the GC-heavy
IEnumerable. Today’s article expands the iterator library to include a bunch of more functions to make it useful. Think of these like the extension functions in
IndexOf, etc. These have all been tailored to iterators and none of them will create any garbage whatsoever.