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This repository was archived by the owner on Nov 25, 2019. It is now read-only.
The way that our code is structured can impact garbage collection. Even if our code does not create heap allocations, it can add to the garbage collector’s workload.
One way that our code can unnecessarily add to the garbage collector’s workload is by requiring it to examine things that it should not have to examine. Structs are value-typed variables, but if we have a struct that contains contains a reference-typed variable then the garbage collector must examine the whole struct. If we have a large array of these structs, then this can create a lot of additional work for the garbage collector.
Tile.Parameters:
// I'm a struct . . .publicstructParameters{publicCanonicalTileIdId;// but I contain reference-types :(publicstringMapId;publicIFileSourceFs;}
Solution: pass these parameters in the constructor?
From Unity documentation:
Tile.Parameters:Solution: pass these parameters in the constructor?
Response:Solution: Handle errors with a different pattern. Do we even use
Headers?/cc @brnkhy @isiyu @MateoV @BergWerkGIS