这段代码是什么意思 int numReadyVal, numPendingVal; bool busyVal; CogAcqInfo info = new CogAcqInfo(); lsAcqFifo[0].GetFifoState(out numPendingVal, out numReadyVal, out busyVal); if (numReadyVal > 0) { mCogImage = lsAcqFifo[0].CompleteAcquireEx(info); numacqs1++; } if (numacqs1 > 4) { GC.Collect(); numacqs1 = 0; }
时间: 2024-02-10 17:33:30 浏览: 109
这段代码的作用是从一个图像采集卡中获取已经准备好的图像,并将其存储到一个变量mCogImage中,同时记录获取到的图像数量numacqs1。如果获取到的图像数量达到了5个,就通过GC.Collect()方法强制进行垃圾回收,释放不再使用的内存。其中,CogAcqInfo是一个图像采集信息类,lsAcqFifo是一个图像采集卡的FIFO队列,GetFifoState()方法用于获取FIFO队列的状态。
相关问题
Vector3 startPos = new Vector3(0, 0, 0); int index = 0; GameObject cube = new GameObject(); cube.name = "cube"; cube.transform.localScale = new Vector3(this.m_GridSize, this.m_BaseHight, this.m_GridSize); for (int i = 0; i < GirdWidth; i++) { Vector3 pos = startPos; for (int j = 0; j < GirdLength; j++) { var go = Instantiate(cube); go.transform.SetParent(node.transform); go.transform.localPosition = pos; pos.x += m_GridSize; Ray ray = new Ray(go.transform.position + Vector3.up * 1000, Vector3.down); RaycastHit hit; bool res = Physics.Raycast(ray, out hit, 1000f); if (res) { if (hit.transform.gameObject.layer == 10) { var height = ((hit.point.y - m_BaseHight) * HEIGHT_FLOAT_VAL); mapHeightArr[index++] = (short)height; go.transform.position = new Vector3(go.transform.position.x, hit.point.y+100, go.transform.position.z); } else { mapHeightArr[index++] = 0; } } else { mapHeightArr[index++] = 0; } IsFinsh = true; } startPos.z += m_GridSize; } 代码如何优化具体代码实现
以下是一些可能的优化方案:
1.使用对象池:在循环中不断创建和销毁游戏对象可能会导致性能问题。使用对象池可以减少创建和销毁游戏对象的次数,提高性能。
2.使用缓存变量:在循环中不断创建变量可能会导致性能问题。使用缓存变量可以减少变量的创建次数,提高性能。
3.使用线程:在进行大量计算时,可以使用线程来将计算分离到另一个线程中,避免主线程被卡住。
4.使用物理材质:在进行射线检测时,可以使用物理材质来避免不必要的计算。
5.缩短射线检测距离:在进行射线检测时,可以将检测距离缩短到实际需要的距离,避免不必要的计算。
下面是一个可能的优化实现:
```
Vector3 startPos = new Vector3(0, 0, 0);
int index = 0;
GameObject cube = new GameObject();
cube.name = "cube";
cube.transform.localScale = new Vector3(this.m_GridSize, this.m_BaseHight, this.m_GridSize);
// 使用对象池
ObjectPool pool = new ObjectPool(cube, GirdWidth * GirdLength);
for (int i = 0; i < GirdWidth; i++)
{
Vector3 pos = startPos;
for (int j = 0; j < GirdLength; j++)
{
// 使用对象池
var go = pool.GetNext();
go.transform.SetParent(node.transform);
go.transform.localPosition = pos;
pos.x += m_GridSize;
// 将射线检测距离缩短到实际需要的距离
Ray ray = new Ray(go.transform.position + Vector3.up * 1000, Vector3.down);
RaycastHit hit;
bool res = Physics.Raycast(ray, out hit, m_BaseHight + 1000f);
if (res)
{
// 使用物理材质
if (hit.collider.sharedMaterial == groundMaterial)
{
var height = ((hit.point.y - m_BaseHight) * HEIGHT_FLOAT_VAL);
mapHeightArr[index++] = (short)height;
go.transform.position = new Vector3(go.transform.position.x, hit.point.y + 100, go.transform.position.z);
}
else
{
mapHeightArr[index++] = 0;
}
}
else
{
mapHeightArr[index++] = 0;
}
IsFinsh = true;
}
startPos.z += m_GridSize;
}
// 清空对象池
pool.Clear();
```
注意:以上建议只是一些可能的优化方案,具体根据实际情况进行优化。
int index = 0; RaycastHit hit; Vector3 startPos = new Vector3(0, 0, 0); GameObject cube = new GameObject(); cube.name = "cube"; cube.transform.localScale = new Vector3(this.m_GridSize, this.m_BaseHight, this.m_GridSize); cube.transform.SetParent(node.transform); for (int i = GirdLength-1; i >= 0; i--) { Vector3 pos = startPos; for (int j = 0; j < GirdWidth; j++) { cube.transform.localPosition = pos; pos.x += m_GridSize; Ray ray = new Ray(cube.transform.position + Vector3.up * 1000, Vector3.down); bool res = Physics.Raycast(ray, out hit, 1000f); if (res) { if (hit.transform.gameObject.layer == 10) { var height = ((hit.point.y - m_BaseHight) * HEIGHT_FLOAT_VAL); mapHeightArr[index++] = (short)height; } else { mapHeightArr[index++] = 0; } } else { mapHeightArr[index++] = 0; } IsFinsh = true; } startPos.z += m_GridSize; } 这段代码如何改成从左上角(0,0,0,)开始遍历格子
可以将代码中的两层循环的顺序颠倒一下,即将外层循环从 `GirdLength-1` 到 0,内层循环从 0 到 `GirdWidth-1`,这样就可以从左上角开始遍历格子了。
改动后的代码如下:
```csharp
int index = 0;
RaycastHit hit;
Vector3 startPos = new Vector3(0, 0, 0);
GameObject cube = new GameObject();
cube.name = "cube";
cube.transform.localScale = new Vector3(this.m_GridSize, this.m_BaseHight, this.m_GridSize);
cube.transform.SetParent(node.transform);
for (int i = 0; i < GirdLength; i++)
{
Vector3 pos = startPos;
for (int j = 0; j < GirdWidth; j++)
{
cube.transform.localPosition = pos;
pos.x += m_GridSize;
// 射线检测
Ray ray = new Ray(cube.transform.position + Vector3.up * 1000, Vector3.down);
bool res = Physics.Raycast(ray, out hit, 1000f);
if (res)
{
if (hit.transform.gameObject.layer == 10)
{
var height = ((hit.point.y - m_BaseHight) * HEIGHT_FLOAT_VAL);
mapHeightArr[index++] = (short)height;
}
else
{
mapHeightArr[index++] = 0;
}
}
else
{
mapHeightArr[index++] = 0;
}
IsFinsh = true;
}
startPos.z += m_GridSize;
}
```