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