UnityGame/Library/PackageCache/com.unity.collections/Documentation~/allocator-aliasing.md
2024-10-27 10:53:47 +03:00

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Aliasing allocators

An alias is a collection which doesn't have its own allocation but instead shares the allocation of another collection, in whole or in part. For example, you can create an UnsafeList that doesn't allocate its own memory but instead uses a NativeList's allocation. Writing to this shared memory via the UnsafeList affects the content of the NativeList, and vice versa.

You don't need to dispose aliases, and calling Dispose on an alias does nothing. Once an original is disposed, you can no longer use the aliases of the original:

[!code-csallocation_aliasing]

Aliasing is useful for the following situations:

  • Getting a collection's data in the form of another collection type without copying the data. For example, you can create an UnsafeList that aliases a NativeArray.
  • Getting a subrange of a collection's data without copying the data. For example, you can create an UnsafeList that aliases a subrange of another list or array.
  • Array reinterpretation.

An Unsafe- collection can alias a Native- collection even though such cases undermine the safety checks. For example, if an UnsafeList aliases a NativeList, it's not safe to schedule a job that accesses one while also another job is scheduled that accesses the other, but the safety checks don't catch these cases.

Array reinterpretation

A reinterpretation of an array is an alias of the array that reads and writes the content as a different element type. For example, a NativeArray<int> which reinterprets a NativeArray<ushort> shares the same bytes, but it reads and writes the bytes as an int instead of a ushort. This is because each int is 4 bytes while each ushort is 2 bytes. Each int corresponds to two ushorts, and the reinterpretation has half the length of the original.

[!code-csallocation_reinterpretation]

Further information