Value types like
int, structs, and enums seem simple, but much of what we think we know about them just isn’t true. This article explores how value types actually work in C# and uses that knowledge to improve how they’re implemented in the C++ scripting system.
Posts Tagged garbage
Value types like
C# generics are weak. The
where clause allows you to know a little about the generic (“
T“) types you’re given, but that’s just scratching the surface of what you can do with code generation. Today’s article will show you how easy it is to add a little code generation to a project and the power that brings.
Sometimes it seems like Unity programming is a minefield. Plenty of innocuous-looking code secretly creates garbage and eventually the GC runs and causes a frame hitch. Today’s article is about some of those less-obvious ways to create garbage.
Over a year ago I wrote an article title Do Foreach Loops Create Garbage using Unity 5.2 and tested
foreach with a variety of collections:
Dictionary, arrays, etc. Since then Unity has a new C# compiler and version 5.6 has been released. Is it safe to use
foreach now? Read on to find out!
Closures allow you to save the local variables of a function and access them later in a callback. Think of how lambdas can access the local variables of the function they’re declared in, even though the lambda itself is another function. Unfortunately, creating a lambda like this creates garbage for the GC to collect and you have no control over that process. Today’s article introduces an alternative that allows you to take control over the GC and still use nice, type-safe closures. Read on to learn how!
One of the advantages we get when we use unmanaged memory is a huge increase in flexibility. For example, we can easily allocate a whole array of objects at once instead of one-at-a-time when we
class instance. We can also create a memory pool with one allocation then divide it up ourselves. It turns out that can really speed up memory allocation and, at the same time, actually reduce memory fragmentation on top of the fragmentation we’re avoiding by not creating any garbage for the GC. Today’s article shows you how memory pools work and provides an implementation of one you can use in your own projects!
Two facts are at odds in Unity programming. First, delegates like
EventHandler are extremely common with or without events. Second, the garbage collector is a huge source of CPU spikes and memory fragmentation in our games. Why are these facts at odds? Because code that uses delegates is almost always written in a way that creates garbage. It’s an extremely easy trap to fall into, but this article will show you how to get out of it!
C# has built-in events and they work fine in Unity projects. End of story, right? Not so fast! Have you ever wondered why the Unity API doesn’t have any C# events in it? Or why Unity made their own
UnityEvent class for UGUI? Maybe there are some valid reasons to avoid C#’s events. Today’s article discusses an alternative with some serious upsides. Read on to learn more!
Unity’s garbage collector is super slow and the bane of our programming life. It’s the reason we can’t use
foreach, have to make pools of objects, and go to great lengths to avoid boxing. It’s also seemingly mandatory, but that’s not quite true. Today’s article shows you a way that you can skip the GC and still allocate memory!