A programming language without access to the underlying system is of little use. Even a “Hello, world!” program requires the OS to output that message. Today we’ll start looking at the system access that the Standard Library provides. We’ll see how to access the file system, so-called “smart” pointers, and check the time using various system clocks.
Posts Tagged memory
Temp memory is backed by a fixed size block that’s cleared by Unity every frame. Allocations on subsequent frames return pointers to this same block. The allocated memory therefore isn’t unique. How much of a problem is this? Today we’ll do some experiments to find out!
What do you do when a job you’re writing needs to allocate memory? You could allocate it outside of the job and pass it in, but that presents several problems. You can also allocate memory from within a job. Today we’ll look into how that works and some limitations that come along with it.
Continuing the series, today we look specifically at “overflow” allocations in the
Temp allocator. We’ve seen that there’s no need to explicitly deallocate
Temp memory because it all gets cleared every frame, but do we need to deallocate “overflow” allocations that didn’t fit inside the block of automatically-cleared memory? Today we’ll find out!
Unity’s GC is a continual thorn in our sides. We’re constantly working around it by pooling objects, limiting use of language features, and avoiding APIs. We even call
GC.Collect on load screens in the hopes that the GC won’t run during gameplay. Today’s article goes one step further and shows how to disable the GC completely so there’s zero chance it’ll run. We’ll also see how to turn it back on when we’re ready for it again.
Imagine being able to modify C++ game code and have it take effect without even restarting the game. That’s the motivating idea behind today’s article. Read on to see how this works and how to use it to really speed up iteration times.