In last week’s tips for using collections like
List<T>, we saw how struct types are sometimes boxed resulting in GC allocations. This week we’ll see how to avoid boxing and learn some of the clever tricks that .NET collection types use to make this possible.
Posts Tagged GC
Collection types like
Dictionary<TKey, TValue> are fundamental tools in C#. Sadly, I keep seeing the same misuses of them in codebase after codebase. Today we’ll look at the top 5 problems and learn how to easily avoid them!
NativeArray<T> is great, but very limited in functionality. We can fix this surprisingly easily! Today we revive a two year old series that created the iterator project. Iterators are like a no-GC version of
IEnumerable<T> and LINQ which have a lot of power but only support managed arrays (
List<T>. Today we’ll add support for
NativeArray<T> and inherit support for the same functionality. We’ll also spruce up the project with proper unit tests, assembly definitions, and runtime tests to confirm that zero garbage is created. Read on to see how this was done and how to use iterators with
Unity’s GC is a continual thorn in our sides. We’re constantly working around it by pooling objects, limiting use of language features, and avoiding APIs. We even call
GC.Collect on load screens in the hopes that the GC won’t run during gameplay. Today’s article goes one step further and shows how to disable the GC completely so there’s zero chance it’ll run. We’ll also see how to turn it back on when we’re ready for it again.
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.
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.
It’s extremely common to see somebody ask a question about avoiding the garbage collector only to be answered with “just use a pool” as if that immediately and totally solved the problem. While pools will often keep the garbage collector at bay, they’ll also introduce a whole slew of new problems that you’ve got to deal with instead. Today’s article goes through several of these problems so you’ll be aware of the tradeoffs involved and hopefully avoid some pitfalls.
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!