Part 19 of this series started to allow our C++ game code to derive from C# classes and implement C# interfaces. The first step was to override methods as they’re the most common. Today we’ll tackle the second-most common: properties. We’ll also handle indexers, which are like properties with more parameters. Read on to see how to use this and how it works behind the scenes.
Posts Tagged property
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!
Reflection allows you to introspect your code at runtime. You can do very dynamic things like call functions by their name as a string. As such, it’s a really powerful tool when you code needs to be more flexible. Unfortunately, it’s slow. Really slow. Today’s article puts it up against regular, non-reflection code to show the difference in speed. It’ll also walk you through reflection in C# in case you’ve never used it before. Read on to learn more about reflection in Unity!
describeTypeJSON function is faster than the XML-based
describeType function by default, but we can make it even faster. Today’s article describe just how this is done and achieves a nearly 10x speedup!
Tip #8 in my Top 10 Performance Tips For 2012 was to reduce static accesses of variables, functions, etc. in favor of non-static variables and, especially, local variables. I neglected to reference one of my articles and it was pointed out to me that I hadn’t actually written such an article! So today I’ll elaborate on my tip and show why you should prefer non-static and local variables so you can find out just why it deserves its place as a top tip.