Callbacks are a mainstay of the real-time games and apps we build in Unity. We’re constantly writing asynchronous code for every operation from walking a character to a destination to making a web call. It’s really convenient for these functions to “call back” and report their status so we know how the operation is going. Unfortunately there are also a lot of dangers that come along with this. Today we’ll look into the surprisingly large number of ways you can “call back” in C# and some of the ways you can get burned doing so.
Posts Tagged iterator
We’re nearing the end of the series to build a no-garbage replacement for
System.Linq. Today we tackle functions that work on already-sorted ranges and functions that work on ranges that are in heap order. These include common set operations like “union” and “intersection”. Read on to see how to use them and for the updated library that you can use to eliminate your garbage creation!
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
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!
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
IndexOf, etc. These have all been tailored to iterators and none of them will create any garbage whatsoever.
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.
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!
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.