Posts Tagged iterator

Enumerables Without the Garbage: Part 5

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This week we continue with iterators to get the functionality of IEnumerable without the nasty garbage creation. This week the little iterator library gets support for sorting and binary searching. Read on for the details!

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Enumerables Without the Garbage: Part 4

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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 Partition and 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!

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Enumerables Without the Garbage: Part 3

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Continuing the series this week we’ll delve into the iterator functions that modify the sequence. This includes handy tools like Copy, SwapRanges, and Transform. Of course this is all done without creating any garbage! Read on to see how and for the full source code.

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Enumerables Without the Garbage: Part 2

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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 System.Linq: Any, IndexOf, etc. These have all been tailored to iterators and none of them will create any garbage whatsoever.

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Enumerables Without the Garbage: Part 1

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In C#, just about everything is an IEnumerable. Since LINQ syntax, foreach loops, and the System.Linq namespace are all designed to work with IEnumerable, you’ve got lots of tools to use. Unfortunately, the core of IEnumerable is the GetEnumerator function which usually creates garbage and eventually causes memory fragmentation and GC framerate spikes. Do we simply stop using all of these nice tools? Normally the answer is “yes”, but today’s article shows you another way.

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An Interruptible YieldInstruction

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Coroutines are a fundamental building block of Unity scripting. In 5.3, we got a new class to make them more powerful: CustomYieldInstruction. Today we’ll look at it and see if we can make an arbitrarily-interruptible YieldInstruction so our coroutines can abort the things they yield. Read on to see how and to compare against the old 5.2 way!

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Too Many Coroutines: A Queue Solution

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Unity’s coroutine support is great. So great that it’s easy to go overboard and end up with too many of them. That could be for any number of reasons. Perhaps the coroutines are using too much memory or have too many files open at once. In any case, you’ll need to find a way to limit how many are running at a single time. Today’s article introduces a solution to the problem that queues coroutines so you never have too many running. Read on to learn about the solution and for the class that implements it.

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Getting the Result of an Iterator

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Iterators (functions that yield) are great for representing asynchronous processes such as web calls, updating state over time, and multi-step operations. One unfortunate downside is that it’s tough to return a result from them. Today’s article explores several workarounds to this problem before ultimately arriving at a clean, easy-to-use solution to the problem. Read on to learn how to make iterators more useful!

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Working Around Iterator Function Limitations

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As you use iterator functions (and yield) more and more, you’ll start to run into some limitations in the C# language. For instance, you can’t yield inside a try block that has a catch block. And the foreach loop doesn’t provide a very good way to catch exceptions when looping over an iterator function, either. Today’s article goes into detail to find solutions to these issues and make iterator functions usable in even the trickiest scenarios!

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From AS3 to C#, Part 17: Conditionals, Exceptions, and Iterators

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Continuing the series on C# syntax, today we’ll look at the differences an AS3 programmer can expect to encounter when using conditionals (if/else, switch/case/break/goto) and exceptions (try/catch/finally/throw). We’ll also look at iterators, an all-new category for AS3 programmers that empowers us to both iterate however we want and to write coroutines, a kind of lightweight pseudo-thread.

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