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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/Content/ContentSerializerCollectionItemNameAttribute.cs
49 lines | 1.1 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using System;
#endregion
namespace Microsoft.Xna.Framework.Content
{
/// <summary>
/// This is used to specify the XML element name to use for each item in a collection.
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public sealed class ContentSerializerCollectionItemNameAttribute : Attribute
{
#region Public Properties
/// <summary>
/// The XML element name to use for each item in the collection.
/// </summary>
public string CollectionItemName
{
get;
private set;
}
#endregion
#region Public Constructor
/// <summary>
/// Creates an instance of the attribute.
/// </summary>
/// <param name="collectionItemName">The XML element name to use for each item in the collection.</param>
public ContentSerializerCollectionItemNameAttribute(string collectionItemName)
{
CollectionItemName = collectionItemName;
}
#endregion
}
}