Unity’s garbage collector can be disastrous to our games’ framrates when it runs so we’d best not incur its wrath. We’ve seen that foreach
loops usually create garbage, so the natural followup question is “what other language features create garbage?” Events and delegates are extremely handy features of C#. They serve as the function pointers and Function
objects of the language. They replace signals and slots and allow for flexible callbacks. But a lot of what they do is behind the scenes. Are they creating garbage back there? Today’s article puts them to the test to see if creating and calling delegates and events creates any garbage. Read on to find out!
Posts Tagged anonymous
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!