I hereby claim:
- I am blueryth on github.
- I am blueryth (https://keybase.io/blueryth) on keybase.
- I have a public key whose fingerprint is E03A F5EC B4EE ECDE B340 0FCC 7F69 A0DA 876F 7BEC
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
| using System; | |
| using System.Reflection; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditorInternal; | |
| /// <summary> | |
| /// Class to synchronize the view of the Animator window without requiring hierarchy selection | |
| /// </summary> | |
| class SyncAnimationControllerTool |
| The xor swap is a fairly well-known optimization used in lower level languages | |
| to swap the value between two variables without the need for temporary storage. | |
| Almost everyone has an opinion on it. It avoids allocation. It reduces | |
| readability. It's great! It's bad! | |
| Working in VS2013, let's take a look at what C++ does to the swap after | |
| optimization. A dynamic environment is required to keep the compiler from | |
| making too many optimizations like using constant values, unrolling loops, etc. | |
| I'll be setting up a test with arrays of random values on the heap, iterating | |
| over the elements and swapping their values. |