coroutine

What are coroutines in C++20?

ⅰ亾dé卋堺 提交于 2019-12-02 13:52:08
What are coroutines in c++20 ? In what ways it is different from "Parallelism2" or/and "Concurrency2" (look into below image)? The below image is from ISOCPP. https://isocpp.org/files/img/wg21-timeline-2017-03.png At an abstract level, Coroutines split the idea of having an execution state off of the idea of having a thread of execution. SIMD (single instruction multiple data) has multiple "threads of execution" but only one execution state (it just works on multiple data). Arguably parallel algorithms are a bit like this, in that you have one "program" run on different data. Threading has

how to make a coroutine finish first before other coroutine start

天涯浪子 提交于 2019-12-02 13:48:29
问题 Hi im a newbie in unity and c#.. I have two script file in the same scene, 1 coroutine in file versionchecker.cs to get a version number data from my web server public string versionURL = "http://localhost/check.php"; IEnumerator GetVersion() { WWW vs_get = new WWW(versionURL); yield return vs_get; if (vs_get.error != null) { connection = 1; } else { currentVersion = vs_get.text; bundleVersion = PlayerSettings.bundleVersion; connection = 0; } } But in another file in beginingscreen.cs, i have

StartCoroutine is being called so many times (C# Unity)

天大地大妈咪最大 提交于 2019-12-02 10:00:02
I'm creating a Pop up menu Option in Unity. Now my Problem here is that the coroutine i made in void update is being called so many times. What i mean by that is on my Unity Console the Debug.Logs are incrementing . It should not right because its already coroutine. Could some help me understand more coroutine and help me solve my little problem . Here is my code: [SerializeField] GameObject Option; [SerializeField] Button btn,btn2; [SerializeField] GameObject open, close; [SerializeField] GameObject[] opt; bool startFinding = false; void Start() { Option.SetActive(false); Button popUp = btn

与 Rust 大神面基指南(一) | RustCon Asia

旧时模样 提交于 2019-12-02 07:56:49
距离 4 月 20 日 RustCon Asia 大会 开启只剩下约两周的时间了,你准备好了吗?此次 RustCon Asia 是首次在亚洲举办的 Rust 语言开发者大会,也是目前亚洲地区规格最高,参与人数规模最大的 Rust 语言大会。不仅有来自亚洲社区的大神,还有从欧洲、澳洲、北美远道而来的顶尖开发者。现场特地配备了中英双语同声传译,以便更流畅地传达演讲内容,希望大家没有顾虑的与讲师们面基! 随着大会日期的不断临近,我们也逐一介绍了部分讲师及其议题,方便大家提前了解更多信息(做好功课勾搭大神:D )。今天先为大家介绍其中 8 位讲师和议题,快来看看大神们的庐山真面目吧! Nick Cameron Rust 语言团队核心成员 Rust dev-tools 和 Cargo 团队负责人 前 Mozilla Research 研究工程师 此次 RustCon Asia 大会,Nick Cameron 将带来的演讲主题是《Making Rust Delightful》。Rust 的设计目标是成为符合人机工程学语言,那种易于阅读、易编写和维护的、并且是令人愉悦的编程语言!那么,语言和库的设计者是如何决定一个新的特性是否符合人机工程学?如何考虑人机工程学与其它设计需求(比如安全、性能)之间的权衡呢? Nick 将会向大家介绍 Rust 的设计理念以及一些关于语言本身

Why coroutine stops working/executing

ぐ巨炮叔叔 提交于 2019-12-02 02:07:44
问题 I have a 3 second countdown timer which is activated when game is unpaused. I had it working correctly a couple of days ago but now it doesn't work anymore. It gets blocked on the number 3. This is the code: IEnumerator Timer() { Time.timeScale = 0; objectWithGSScript.scoreText.fontSize = 300; objectWithGSScript.scoreText.text = "" + 3; yield return WaitOneSecond(); objectWithGSScript.scoreText.text = "" + 2; yield return WaitOneSecond(); objectWithGSScript.scoreText.text = "" + 1; yield

Why coroutine stops working/executing

a 夏天 提交于 2019-12-02 00:40:50
I have a 3 second countdown timer which is activated when game is unpaused. I had it working correctly a couple of days ago but now it doesn't work anymore. It gets blocked on the number 3. This is the code: IEnumerator Timer() { Time.timeScale = 0; objectWithGSScript.scoreText.fontSize = 300; objectWithGSScript.scoreText.text = "" + 3; yield return WaitOneSecond(); objectWithGSScript.scoreText.text = "" + 2; yield return WaitOneSecond(); objectWithGSScript.scoreText.text = "" + 1; yield return WaitOneSecond(); objectWithGSScript.scoreText.text = "Go!"; yield return WaitOneSecond(); Time

Unity - Refactored crumbling wall script stops working?

隐身守侯 提交于 2019-12-01 12:18:05
I have an Object that gets replaced by thousands of little cubes at once, which then begin moving one after another after initialization. I have code that works, but when I try to refactor it to clean it up, it stops working. The cubes dont move. This happens when I try to separate the Variable Initialisation and the Movement Initialisation. So this is my original code segment and it works: public class WallCreation : MonoBehaviour { public Transform wallSegmentPrefab; GameObject oldWall; Vector3 oldWallSize; int oldWallsizeX; int oldWallsizeY; int oldWallsizeZ; Vector3 oldWallPosition;

what happens to variables in tornado coroutines functions?

本秂侑毒 提交于 2019-12-01 09:21:13
I'm new to the concept of non-blocking IO, and there is something i'm having trouble understanding - about coroutines. consider this code: class UserPostHandler(RequestHandler): @gen.coroutine def get(self): var = 'some variable' data = json.loads(self.request.body) yield motor_db.users.insert({self.request.remote_ip: data})#asynch non blocking db insert call #success self.set_status(201) print var when the get function is called, it creates the string var . what happens to this variable when the function waits for the motor.insert to complete? To my understanding "non blocking" implies that

What are the differences between the purposes of generator functions and asynchronous generator functions

余生颓废 提交于 2019-12-01 06:47:23
In Python, asynchronous generator functions are coroutines, and generator functions are also coroutines. What are the differences between the purposes of generator functions and asynchronous generator functions? Thanks. The purpose of PEP 525 -- Asynchronous Generators is pretty much similar to PEP 255 -- Simple Generators which introduced generators. It is mainly intented to make things easier to implement, only in a different domain (asynchronous one). From PEP 525: Essentially, the goals and rationale for PEP 255, applied to the asynchronous execution case, hold true for this proposal as

What are the differences between the purposes of generator functions and asynchronous generator functions

自作多情 提交于 2019-12-01 06:12:24
问题 In Python, asynchronous generator functions are coroutines, and generator functions are also coroutines. What are the differences between the purposes of generator functions and asynchronous generator functions? Thanks. 回答1: The purpose of PEP 525 -- Asynchronous Generators is pretty much similar to PEP 255 -- Simple Generators which introduced generators. It is mainly intented to make things easier to implement, only in a different domain (asynchronous one). From PEP 525: Essentially, the