UnityGame/Library/PackageCache/com.unity.collections/DocCodeSamples.Tests/CollectionsAllocationExamples.cs
2024-10-27 10:53:47 +03:00

80 lines
2.4 KiB
C#

using Unity.Collections;
using Unity.Jobs;
namespace Doc.CodeSamples.Collections.Tests
{
class AliasingExample
{
public void foo()
{
#region allocation_aliasing
NativeList<int> nums = new NativeList<int>(10, Allocator.TempJob);
nums.Length = 5;
// Create an array of 5 ints that aliases the content of the list.
NativeArray<int> aliasedNums = nums.AsArray();
// Modify the first element of both the array and the list.
aliasedNums[0] = 99;
// Only the original need be disposed.
nums.Dispose();
// Throws an ObjectDisposedException because disposing
// the original deallocates the aliased memory.
aliasedNums[0] = 99;
#endregion
}
public void foo2()
{
#region allocation_reinterpretation
NativeArray<int> ints = new NativeArray<int>(10, Allocator.Temp);
// Length of the reinterpreted array is 20
// (because it has two shorts per one int of the original).
NativeArray<short> shorts = ints.Reinterpret<int, short>();
// Modifies the first 4 bytes of the array.
shorts[0] = 1;
shorts[1] = 1;
int val = ints[0]; // val is 65537 (2^16 + 2^0)
// Like with other aliased collections, only the original
// needs to be disposed.
ints.Dispose();
// Throws an ObjectDisposedException because disposing
// the original deallocates the aliased memory.
shorts[0] = 1;
#endregion
}
public void foo3()
{
#region allocation_dispose_job
NativeArray<int> nums = new NativeArray<int>(10, Allocator.TempJob);
// Create and schedule a job that uses the array.
ExampleJob job = new ExampleJob { Nums = nums };
JobHandle handle = job.Schedule();
// Create and schedule a job that will dispose the array after the ExampleJob has run.
// Returns the handle of the new job.
handle = nums.Dispose(handle);
#endregion
}
}
struct ExampleJob : IJob
{
public NativeArray<int> Nums;
public void Execute()
{
throw new System.NotImplementedException();
}
}
}