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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed. Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary when there's no tick. Might be some room to tweak, like doing these updates only when preserves change. Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms). When the map is filled up with preserve, about 35ms and 9ms. With a handful of cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/Utilities/AssemblyHelper.cs
41 lines | 1.3 KiB | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
r0 // MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Reflection;
namespace MonoGame.Utilities
{
internal static class AssemblyHelper
{
public static string GetDefaultWindowTitle()
{
// Set the window title.
string windowTitle = string.Empty;
// When running unit tests this can return null.
var assembly = Assembly.GetEntryAssembly();
if (assembly != null)
{
// Use the Title attribute of the Assembly if possible.
try
{
var assemblyTitleAtt = ((AssemblyTitleAttribute)Attribute.GetCustomAttribute(assembly, typeof(AssemblyTitleAttribute)));
if (assemblyTitleAtt != null)
windowTitle = assemblyTitleAtt.Title;
}
catch
{
// Nope, wasn't possible :/
}
// Otherwise, fallback to the Name of the assembly.
if (string.IsNullOrEmpty(windowTitle))
windowTitle = assembly.GetName().Name;
}
return windowTitle;
}
}
}