When we use
Allocator.Temp with a collection like
NativeArray, how long does the allocation last? We’ve seen that
Temp allocations are automatically disposed without the need to explicitly call
Dispose, but when does the automatic dispose happen? Today we’ll test to find out!
Posts Tagged allocation
When we use
Unity’s garbage collector is super slow and the bane of our programming life. It’s the reason we can’t use
foreach, have to make pools of objects, and go to great lengths to avoid boxing. It’s also seemingly mandatory, but that’s not quite true. Today’s article shows you a way that you can skip the GC and still allocate memory!
Linked lists can be much faster than AS3’s
Vector classes if you use them under the right circumstances. It’s been over a year and a half since I last visited the topic, but today it’s time to update my
LinkedList class. Read on for the freshly-optimized code and all-new performance testing and analysis!
During some recent memory profiling I was reacquainted with just how many ways there are to unknowingly allocate an object in AS3. The problem is seldom the allocation itself, but rather the later garbage collection (GC) to delete those objects. Ever used a Flash profiler only to see a huge chunk of your CPU time going to
[sweep]? Yeah, that’s the GC at work. Today’s article talks about some of the ways you end up allocating objects in AS3 without using the
new keyword. These subtle errors can end up costing you!
Vector3D class debuted in Flash Player 10.0 as Adobe’s official implementation of, well, a 3D mathematical vector (not the pseudo-
Vector). Weirdly, it has a
w component and is therefore technically a 4D vector, but its API inconsistently make use of the fourth dimension. There are also strange oversights, inefficiencies, and functionality it really should have always had. Read on for my custom
Vector3DExt—that fixes all of these problems by extending and improving on the original.