74 lines
2.1 KiB
C#
74 lines
2.1 KiB
C#
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using System.Collections.Generic;
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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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struct ExamplesCollections
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{
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public void foo()
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{
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#region parallel_writer
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NativeList<int> nums = new NativeList<int>(1000, Allocator.TempJob);
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// The parallel writer shares the original list's AtomicSafetyHandle.
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var job = new MyParallelJob {NumsWriter = nums.AsParallelWriter()};
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#endregion
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}
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#region parallel_writer_job
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public struct MyParallelJob : IJobParallelFor
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{
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public NativeList<int>.ParallelWriter NumsWriter;
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public void Execute(int i)
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{
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// A NativeList<T>.ParallelWriter can append values
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// but not grow the capacity of the list.
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NumsWriter.AddNoResize(i);
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}
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}
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#endregion
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public void foo2()
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{
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#region enumerator
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NativeList<int> nums = new NativeList<int>(10, Allocator.Temp);
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// Calculate the sum of all elements in the list.
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int sum = 0;
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NativeArray<int>.Enumerator enumerator = nums.GetEnumerator();
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// The first MoveNext call advances the enumerator to the first element.
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// MoveNext returns false when the enumerator has advanced past the last element.
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while (enumerator.MoveNext())
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{
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sum += enumerator.Current;
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}
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// The enumerator is no longer valid to use after the array is disposed.
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nums.Dispose();
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#endregion
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}
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#region read_only
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public struct MyJob : IJob
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{
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// This array can only be read in the job.
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[ReadOnly] public NativeArray<int> nums;
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public void Execute()
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{
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// If safety checks are enabled, an exception is thrown here
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// because the array is read only.
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nums[0] = 100;
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}
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}
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#endregion
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}
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}
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