IL2CPP Output for C# 7.3: ref Return Values and Local Variables

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Today we continue the series by looking at a pair of powerful, related features in C# 7.3: ref return values and local variables. These enable some great optimizations, so let’s look at the IL2CPP output for them to make sure it’s as good as it looks.

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IL2CPP Output for C# 7.3: Pattern Matching

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Last week we started exploring the new features of C# 7.3 in Unity 2018.3 by delving into tuples. This week we’ll continue and look at pattern matching. Read on to see how the many forms of pattern matching are actually implemented by IL2CPP!

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IL2CPP Output for C# 7.3: Tuples

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Unity 2018.3 officially launched last Thursday and with it comes support for the very latest version of C#: 7.3. This includes four new versions—7.0, 7.1, 7.2, and 7.3—so it’s a big upgrade from the C# 6 that we’ve had since 2018.1. Today we’ll begin an article series to learn what happens when we use some of the new features with IL2CPP. We’ll look at the C++ it outputs and even what the C++ compiles to so we know what the CPU will end up executing. Specifically, we’ll focus on the new tuples feature and talk about creating, naming, deconstructing, and comparing them.

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Handling Internal Errors

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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.

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Supporting ParallelFor Jobs in Ranged Native Collections

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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 NativeList<T>.

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NativeChunkedList<T>: Part 2

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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 IJob and IJobParallelFor. In doing so, we’ll learn more about how to create custom Unity job types and about how IEnumerable and IEnumerator work.

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NativeChunkedList<T>

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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.

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Next-Level Code Generation

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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.

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DIY Iterators and Coroutines

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Iterators aren’t magic. We’ve seen the IL2CPP output for them and it’s not complex. It turns out we can just as easily implement our own iterators and gain some nice advantages along the way. Read on to learn how!

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NotNull and Owner

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The Guidelines Support Library is a small collection of utilities for C++. Today we’ll look at how two of them can make our C# code safer and cleaner.

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