Could someone please be kind enough to confirm if I have understood the Async await keyword correctly? (Using version 3 of the CTP) Thus far I have worked out that inserting the await keyword prior to a method call essentially does 2 things, A. It creates an immediate return and B. It creates a "continuation" that is invoked upon the completion of the async method invocation. In any
有人可以请客气一点,以确认我是否已经正确理解了异步关键字? (使用CTP的第3版) 到目前为止,我已经计算出,在方法调用之前插入await关键字本质上是做了两件事,它创建了一个立即返回值和B.它创建了一个“继续”,在异步方法调用完成时调用。 在任何情况下,延续都是该方法的代码块的其余部分。 所以我想知道的是,这两个代码在技术上是否等价,如果是这样,这基本上意味着await关键字与创建ContinueWith Lambda(即:它
I am trying to use two yields within a coroutine loop (because I need to iterate out arrays with pauses between each loop). The first loop works correctly, with all the yields working for the right amount of time. By the second loop, the yield return new WaitForSeconds() begins counting down right away, not waiting for the yield and code before it to complete (it seems). By the time of the th
我试图在协程循环中使用两个yield(因为我需要在每个循环之间使用暂停来迭代数组)。 第一个循环能够正常工作,所有的收益率都能在适当的时间内工作。 通过第二个循环,yield返回新的WaitForSeconds()立即开始倒计时,而不是在完成之前等待yield和代码(看来)。 到第三次循环时,时机全部关闭。 我尝试使用while循环而不是for,但得到了相同的结果。 TLDR:我需要在每一个之间暂停我的数组。 如何在协程中通过第一个
I'm currently trying to understand IEnumerator & Coroutine within the context of Unity and am not too confident on what the "yield return null" performs. At the moment i believe it basically pauses and waits for the next frame and in the next frame it'll go back to perform the while statement again. If i leave out the "yield return null" it seems the object will
我目前正在尝试理解Unity中的IEnumerator&Coroutine,并且对“yield return null”执行的内容不太自信。 目前我相信它基本上会暂停并等待下一帧,并在下一帧中再次执行while语句。 如果我省略“yield return null”,那么对象会立即移动到目的地,或者“跳过很多帧”。 所以我想我的问题是这个“yield return null”函数在这个while循环中是如何的,为什么它有必要拥有它。 void Start () { StartCoroutine(Move()); } IEnumer
In Unity C#, I'm using a coroutine to display a simple pattern on the screen after x seconds using the line "yield return new WaitForSeconds(1.5f)" but after it's first called, it changes isPlayerTurn from false to true. void Update () { if (!isPlayerTurn) { pattern.Add (Random.Range (1, 5)); Debug.Log (isPlayerTurn); StartCorout
在Unity C#中,我使用协程在x秒后使用“yield return new WaitForSeconds(1.5f)”行在屏幕上显示一个简单模式,但在第一次调用它之后,它将isPlayerTurn从false更改为true。 void Update () { if (!isPlayerTurn) { pattern.Add (Random.Range (1, 5)); Debug.Log (isPlayerTurn); StartCoroutine(ShowPattern()); isPlayerTurn = true; } poi
Edited the original question to elaborate: I'm using unity coroutines to perform some heavy duty operations. Unity is a game engine and codes are run within frames. If an operation is intensive, it has to be done in coroutines otherwise it takes a long time for a frame to complete. Here the coroutine method is DoTasks . If you are not familiar with the unity engine, they are similar to it
编辑原始问题进行详细说明:我正在使用统一协程来执行一些重型操作。 Unity是一个游戏引擎,代码在帧内运行。 如果操作密集,必须在协同程序中完成,否则完成框架需要很长时间。 这里的协程是DoTasks 。 如果你对unity引擎不熟悉,它们与迭代器很相似。 首先我必须说这些代码按照它们应该做的那样工作。 问题在于堆分配。 这就是说我会解释代码的作用。 当Init被调用时,它启动协程并进入DoTask ,然后进入foreach迭代c
using UnityEngine; using System.Collections; public class CoroutineExample : MonoBehaviour { IEnumerator Start () { print ("Starting " + Time.time); yield return StartCoroutine (WaitAndPrint ()); print ("Done " + Time.time); } IEnumerator WaitAndPrint () { yield return new WaitForSeconds (5f); print ("WaitAndPrint " + Time.time); }
using UnityEngine; using System.Collections; public class CoroutineExample : MonoBehaviour { IEnumerator Start () { print ("Starting " + Time.time); yield return StartCoroutine (WaitAndPrint ()); print ("Done " + Time.time); } IEnumerator WaitAndPrint () { yield return new WaitForSeconds (5f); print ("WaitAndPrint " + Time.time); }
I'm working in Unity, but this is really just a C# question so I hope this is the right section to post this. Anyways, I still have trouble visualizing the execution of scripts in my head, especially when there are more than one running and they all have different functions. It's gotten more complicated recently as I've added Update, FixedUpdate, and Coroutine to my list of "W
我在Unity工作,但这真的只是一个C#问题,所以我希望这是张贴这个的正确部分。 无论如何,我仍然无法想象我头脑中的脚本执行情况,特别是当有多个运行并且它们都具有不同的功能时。 最近变得更加复杂了,因为我已将Update,FixedUpdate和Coroutine添加到“When when this running”列表中了吗? 更新和固定更新我明白了。 至于Coroutine,我基本上明白这是一种功能,可以更精确地控制时序。 这是我知道我可以做的唯一方法
Wikipedia says that "Newlib is a C standard library implementation intended for use on embedded systems". OK, but where can I find the latest canon version of it? ie the correct true complete version. Also, what other libraries exist for C language? Could you give me the ISO numbers for them? I am trying to understand what library types/versions exist for C language so I know wha
维基百科说,“Newlib是一个C标准库实现,旨在用于嵌入式系统”。 好的,但我在哪里可以找到它的最新佳能版本? 即正确的完整版本。 另外,C语言还有哪些其他库? 你可以给我他们的ISO号码吗? 我想了解C语言中存在哪些库类型/版本,所以我知道它们在将来遇到它们时的含义。 我希望C标准库被称为C标准库,但不会使用,而像newlib这些不同的名称似乎不是很容易解密。 它是标准C库的许多实现之一。 以下是其他一些实现:
Whats the best approach for getting the attribute values from a classes methods and from the interface methods when the methods are overloaded? For example I would want to know that in the following example the Get method with one parameter has the two attributes and the values are 5 and "any" while the other method has attributes with values 7 and "private". public class S
什么是方法重载时从类方法和接口方法获取属性值的最佳方法? 例如,我想知道在下面的示例中,带有一个参数的Get方法具有两个属性,值为5和“any”,而另一个方法具有值为7和“private”的属性。 public class ScopeAttribute : System.Attribute { public string Allowed { get; set; } } public class SizeAttribute : System.Attribute { public int Max { get; set; } } public interface Interface1 { [Size
I wonder if you could help me with a simple implementation for detecting cycles in a directed graph in C#. I've read about the algorithms but I'd like to find something already implemented, very simple and short. I don't care about the performance because the data size is limited. 查看QuickGraph - 它有加载的算法实施,这是一个相当不错的图书馆使用。 Run a DFS on G and check for b
我想知道是否可以通过简单的实现来帮助我在C#中的有向图中检测周期。 我已阅读过有关算法,但我想找到已经实现的一些东西,非常简单和简短。 我不关心性能,因为数据量是有限的。 查看QuickGraph - 它有加载的算法实施,这是一个相当不错的图书馆使用。 在G上运行DFS并检查备份。 在你展开的每个节点上检查它是否已经在当前路径中。