Code Quality Chronicles Vol 3: A handful of practices #Unity

Posted by SirGru on Mar 31, 2018.


As the codebase grows, pains of bad practices accumulate. The fact that production gets slower with more code, is a sure sign there are abundant bad practices in the project. Eliminating all the impedance - the crud - will increase the speed to the point where production speed accumulates with time. Although counter-intuitive, this speedup comes from code re-use and established working pipeline.



How to change the value of a Dropdown in #Unity UI without firing event

Posted by SirGru on Mar 03, 2018.


My solution, no reflection, please.



Code Quality Chronicles Vol 2 - What not to do

Posted by SirGru on Mar 02, 2018.


This is what I'm talking about. Examples of bad code, straight from Unity's standard assets. I never normally import or open those files, but somehow they snuck in...



Two Interesting Performance Characteristics in #Unity

Posted by SirGru on Mar 01, 2018.


Did you know that accessing dictionary values is slow? Did you know....



Properties vs Fields in Unity What When and Why

Posted by SirGru on Feb 24, 2018.


A discussion about benefits and costs of using properties in Unity.



Code Quality Tips Vol. 1

Posted by SirGru on Feb 23, 2018.


The number of programmers in the world is increasing, but the quality of code isn't improving. Read about my personal observations of code in the wild and better ways to handle things.



Suggestions for improving ReorderableList element in the UnityEditorInternal

Posted by SirGru on Aug 13, 2017.


I have recently started using ReorderableList element. I've had to implement some kind of 'list of lists' and would like to share my ideas about improvements. The API itself is mostly fine, but there are numerous bugs and inconsistencies.



Unity C# Performance Comparison: 'is' vs Enum vs Virtual Call

Posted by SirGru on Aug 11, 2017.


Recently I've had to implement a very high performance component that required treating elements of an array differently based on their type. All the elements were put into a list of base types, and the method operating on the elements had to behave completely differently based on these types. I have made performance measurements in all the relevant cases. Code and numbers inside the article.



Design Patterns Revisit in modern C#

Posted by SirGru on Jul 25, 2017.




Command Line Calculator Source

Posted by SirGru on Apr 08, 2017.


This is a command line calculator program, serving to demonstrate OOP and TDD concepts. Calculator forms token trees and evaluates them recursively.











Log In: