The document defines various classes and functionalities for a tank simulation framework in Unity. It includes specifications for tank controls, movement behaviors, and configurations, leveraging scriptable objects for data management. Additionally, it outlines methods for asset serialization and reset functionalities within the game framework.
Event : Visual Studio Users Community Japan #1
Date : 2019/09/14
ソフトウェア/サービス開発において最も後回しにされるものの代表が「パフォーマンスの向上」です。C#/.NET の最大の武器は開発生産性ですが、C# 7.0 以降はパフォーマンス向上のための機能追加が多数行われています。いくつかのポイントを押さえることで実装時からより高速なコードを書くことができるようになります。
このドキュメントでは、そんなポイントとなる箇所をふんだんにお届けします。
This document discusses using C++ and the WebRTC Native APIs to build real-time communications applications. It provides an overview of the WebRTC architecture and APIs, describes how to set up the native development environment by checking out the WebRTC code from Chromium, and gives examples of using key WebRTC classes like PeerConnection, DataChannel, and observers. It also covers building for different platforms like Linux and macOS and integrating WebRTC with other libraries and protocols.
The document defines various classes and functionalities for a tank simulation framework in Unity. It includes specifications for tank controls, movement behaviors, and configurations, leveraging scriptable objects for data management. Additionally, it outlines methods for asset serialization and reset functionalities within the game framework.
Event : Visual Studio Users Community Japan #1
Date : 2019/09/14
ソフトウェア/サービス開発において最も後回しにされるものの代表が「パフォーマンスの向上」です。C#/.NET の最大の武器は開発生産性ですが、C# 7.0 以降はパフォーマンス向上のための機能追加が多数行われています。いくつかのポイントを押さえることで実装時からより高速なコードを書くことができるようになります。
このドキュメントでは、そんなポイントとなる箇所をふんだんにお届けします。
This document discusses using C++ and the WebRTC Native APIs to build real-time communications applications. It provides an overview of the WebRTC architecture and APIs, describes how to set up the native development environment by checking out the WebRTC code from Chromium, and gives examples of using key WebRTC classes like PeerConnection, DataChannel, and observers. It also covers building for different platforms like Linux and macOS and integrating WebRTC with other libraries and protocols.
The document describes the compilation process from original code to machine code using LLVM. It involves frontends that translate code into LLVM intermediate representation (IR), the LLVM optimizer, and backends that target specific processors like ARM or x86 by translating LLVM IR into machine code. The LLVM compiler infrastructure can be used across many languages and platforms including C/C++, Swift, and through projects like Electron and Emscripten for additional platforms like web apps.
PROCESS WARP is a distributed processing system that allows applications to run in a virtual space made up of multiple connected nodes. This allows unlimited scaling of computing resources and the ability to migrate processes between nodes seamlessly. It aims to break down the distinction between standalone and cloud applications by allowing desktop programs to utilize remote resources and move freely between offline and online usage. The system uses a special virtual machine implementation with its own CPU and memory model to achieve this distributed processing without a centralized server. It has potential benefits for increasing performance, reducing costs, and providing flexibility in application deployment.