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。
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。
Reactive Programming by UniRx for Asynchronous & Event ProcessingYoshifumi Kawai
?
This document introduces Reactive Programming and UniRx, which is a Reactive Extensions (Rx) library for Unity. It discusses how Rx allows for better event handling and asynchronous programming in Unity by treating events as observable sequences. UniRx brings the benefits of Rx such as LINQ-style querying and orchestration of events and asynchronous operations to Unity. It is available on GitHub and the Unity Asset Store for free.
A Brief History of UniRx/UniTask, IUniTaskSource in DepthYoshifumi Kawai
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The document discusses the architecture of UniTask in C#, including the IUniTaskSource interface and AsyncUniTask class. IUniTaskSource defines methods for getting task results and status and handling completions. AsyncUniTask implements IUniTaskSource and manages a state machine and task pool for asynchronous operations. It retrieves tasks from the pool if available or creates new ones, and returns tasks to the pool after completion.
Deep Dive async/await in Unity with UniTask(EN)Yoshifumi Kawai
?
The document discusses asynchronous programming in C# using async/await and Rx. It explains that async/await is not truly asynchronous or multithreaded - it is for asynchronous code that runs on a single thread. UniTask is introduced as an alternative to Task that is optimized for Unity's single-threaded environment by avoiding overhead like ExecutionContext and SynchronizationContext. Async/await with UniTask provides better performance than coroutines or Rx observables for Unity.
Memory Management of C# with Unity Native CollectionsYoshifumi Kawai
?
This document discusses C# and memory management in Unity. It begins by introducing the author and some of their open-source projects related to C# and Unity, including libraries for serialization and reactive programming. It then discusses using async/await with Unity through the UniTask library. The document also covers differences in memory management between .NET Core and Unity due to using different runtimes (CoreCLR vs Unity runtime) and virtual machines. It presents examples of using unsafe code and pointers to directly manage memory in C# for cases like native collections. It concludes that while C# aims for a safe managed world, optimizations require bypassing the runtime through unsafe code, and being aware of memory can help better understand behavior and use APIs more
The document discusses various methods for efficiently serializing and deserializing data in C# using MessagePack, including:
- Methods for reading primitive data types like integers and floats from bytes
- Representing float values as individual bytes for efficient serialization
- Using lookup tables and decoder interfaces to quickly determine MessagePack types and decode values
- Discussing faster alternatives like using direct memory copying instead of serialization delegates
- Mentioning how to extend MessagePack specifications while maintaining compatibility for faster serialization
This document discusses RuntimeUnitTestToolkit, a tool for running unit tests on IL2CPP games. It allows creating unit test classes with public methods that will be automatically registered as tests. Tests can make assertions using the Is method and can be asynchronous by returning IEnumerator. It works with UniRx and allows testing asynchronous coroutines. The tool focuses on play time testing and supports running tests on actual devices.
How to make the Fastest C# Serializer, In the case of ZeroFormatterYoshifumi Kawai
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The document discusses ZeroFormatter, an infinitely fast serializer that avoids common serialization inefficiencies. It provides benchmarks showing ZeroFormatter is faster than standard serializers. ZeroFormatter minimizes abstraction by directly writing to byte arrays without boxing or memory streams. Formatter classes handle different types by directly serializing/deserializing values without intermediate serialization steps. This achieves serialization with minimal overhead and memory allocation.
Photon Server Deep Dive - View from Implmentation of PhotonWire, Multiplayer ...Yoshifumi Kawai
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This document discusses PhotonWire, a framework for building networked games and applications. It allows clients and servers to communicate asynchronously using operations and operation requests/responses. Clients can send messages to servers using operations, which are received and handled via a switch statement based on operation code. Servers can then send response messages back to clients. The document also mentions plans to improve serialization performance in PhotonWire by replacing the current serializer.
Clash of Oni Online - VR Multiplay Sword Action Yoshifumi Kawai
?
"Clash of Oni Online" is made in 2016 Japan VR Hackathon.
2days(31 hours) create vr contents challenge.
This game is made for HTC Vive.
The ancient giant evil Ogre is approaching to the Castle. Charge secret “Samurai Blade” in hand, and repel enemy attack!
Vive Control is your powerful Samurai Blade, hit back rocks Ogre throwing!
Multiplayer online play is available!Cooperate with mate and beat red Ogre up!
5. Language INtegrated Query
// クエリ構文
var query = from x in source
where x % 2 == 0
select x * x;
// メソッド構文
var query = source
.Where(x => x % 2 == 0)
.Select(x => x * x);
7. LINQのデータソースとは
to Objects to Xml to Sql
配列 XML Database
List<T> (JSON)
Stream
無限リスト
to Events to Asynchronous
TextChanged IO – WebRequest
ジェスチャー Timer – ポーリング
センサー Thread – 長時間かかる処理
MusicPlayer
Reactive Extensions
8. Reactive Extensions =
Linq to Events
Linq to Asynchronous
LINQにおけるデータソースの拡張
……というだけじゃない
時間という軸を中心にした基盤
11. 古き良き同期コード
var req = WebRequest.Create("http://hoge/");
var res = req.GetResponse();
var str = new StreamReader(res.GetResponseStream()).ReadToEnd();
? 簡単。でも、Silverlight/WP7には同期APIは無い。
? UIがブロックされるのダメ絶対
? Thread立ててそっちで実行させれば?
? まあそうです
? でもないものはないのでしょうがない
? そのかわり特に気を使わなくても必ずUIノンブロッ
キングになる(※但しCPUヘヴィな処理は除く)
12. しょうがないので非同期で書く
var req = WebRequest.Create("http://hoge");
req.BeginGetResponse(ar =>
{
var res = req.EndGetResponse(ar);
var str = new StreamReader(res.GetResponseStream())
.ReadToEnd();
Dispatcher.BeginInvoke(() => MessageBox.Show(str));
}, null);
-> EndHoge
? 非同期はBeginHoge
? 基本、クロージャ全開で書く
? 面倒くさいけれど、まあこれぐらいなら?
13. ネストするとかなりヤバい
var req = WebRequest.Create("http://hoge");
req.BeginGetResponse(ar =>
{
var res = req.EndGetResponse(ar);
var url = new StreamReader(res.GetResponseStream())
.ReadToEnd();
var req2 = WebRequest.Create(url);
req2.BeginGetResponse(ar2 =>
{
var res2 = req2.EndGetResponse(ar2);
var str = new StreamReader(res2.GetResponseStream())
.ReadToEnd();
Dispatcher.BeginInvoke(() => MessageBox.Show(str));
}, null);
}, null);
36. 多重蹿谤辞尘(厂别濒别肠迟惭补苍测)
AsyncA AsyncB AsyncC Result
var asyncQuery = from a in AsyncA()
from b in AsyncB(a)
from c in AsyncC(a, b)
select new { a, b, c };