Some errors can be handled and some cannot. Nevertheless, it’s extremely common to see codebases chock-full of ineffective error handling for these unrecoverable issues. The result is a lot of extra code to write, maintain, and test that often serves to make debugging harder. Today’s article shows you how to make debugging internal errors so much easier by effectively writing code to handle them.
Native collections are funny things. On one hand they’re structs, which are supposed to be value types that get copied on assignment. On the other hand, they act like reference types because they contain a hidden pointer internally. This can make using and implementing them difficult to understand, especially in the context of a ParallelFor job. Today we’ll examine more closely how to properly support ParallelFor jobs, especially with ranged containers like
Last week we looked at a new native collection type:
NativeChunkedList<T>. This type saved us a lot of memory and gave us a faster way to dynamically grow an array. Unfortunately, iterating over it was quite a lot slower. Today we’ll speed it up for both
IJobParallelFor. In doing so, we’ll learn more about how to create custom Unity job types and about how
Today’s article is about a new native collection type: NativeChunkedList<T>. This type is great when you need a dynamically-resizable array that’s fast to add to and doesn’t waste a lot of memory. Read on to see how it’s implemented, see the performance report, and get the source code.
About a year ago we saw how easy it is to use code generation to go beyond the limits of C# generics. The system we used simply replaced strings in a template file to generate a C# file. Today we’ll go way further and radically increase the power of the code generator by using some simple, off-the-shelf tools.
Last week’s article introduced two new native collection types:
NativeLongPtr. These were useful for both
IJobParallelFor jobs, but performance was degraded in
IJobParallelFor. Today we’ll remedy that, explore some more aspects of Unity’s native collection and job systems, and learn more about CPU caches along the way.
There are a lot of ways to write C# code that has no effect. One common way is to initialize class fields to their default values:
public int Value = 0;. Today we’ll go over five types of useless code and see what effect it has on the actual machine code that the CPU executes. Do IL2CPP and the C++ compiler always do the right thing? Let’s find out!