Checked LINQ queries and collections for inefficiencies.
- Made Array.IndexOf available via extension method. - Made ToHashSet extension method. - Change collections queried often via Contains into sets. - Avoid Count() extension if Count or Length property exist. - Made Count() > 0 checks and variations calls to Any() instead. - Don't call ToList/ToArray if there is no benefit to materializing the sequence. - If the sequence does benefit from materialization, follow this general pattern: - Collection queried often via Contains use ToHashSet to speed up lookups. - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size. - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
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RoosterDragon
parent
f5f3747338
commit
82bea961ba
@@ -26,7 +26,7 @@ namespace OpenRA.Widgets
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Game.Renderer.LineRenderer.DrawLine(origin + new float2(100, 0) * basis, origin + new float2(100, 100) * basis, Color.White, Color.White);
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var k = 0;
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foreach (var item in PerfHistory.Items.Values.ToArray())
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foreach (var item in PerfHistory.Items.Values)
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{
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var n = 0;
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item.Samples().Aggregate((a, b) =>
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@@ -55,7 +55,7 @@ namespace OpenRA.Widgets
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}
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k = 0;
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foreach (var item in PerfHistory.Items.Values.ToArray())
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foreach (var item in PerfHistory.Items.Values)
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{
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Game.Renderer.Fonts["Tiny"].DrawText(item.Name, new float2(rect.Left, rect.Top) + new float2(18, 10 * k - 3), Color.White);
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++k;
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