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# 🐛 Bug
I found that only tags are checked in the VM code, and whether the global variables of the smart contract are changed is not checked during compilation. The official documentation also do…
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Don't allow game objects to be destroyed and removed from the game object array while running - instead, pool the objects and retrieve from the pool when new objects are created.
The GO storage mecha…
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**What language does this apply to?**
C# codegen.
**Describe the problem you are trying to solve.**
Using protobufs in Unity can cause excessive garbage collection overhead because of all the n…
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### Description
Doing `cylc set` in order (at least of) `succeeded, failed, succeeded` gives incorrect symbol colouring. The status of outputs appears correct in cylc show, but incorrect (maybe?) i…
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The starter project should provide a generic and extensible object pooling system.
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Maybe we need some functionality for pooling of entity ids and components, so we dont waste to much memory.
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https://github.com/QuocHieuNguyen/ExtenListView/blob/11424dcdd3c24d9a2d39464cc4e1f5112db4529f/Assets/ExtenListView/Runtime/ItemLoader/SimpleObjectPooling.cs#L7
+ [Unity Object Pool](https://docs.un…
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Type: Bug
when navigating to the objects under a synapse serverless pool the folder for Programability is missing. This folder should contain the functions and stored procedures in the serverless p…
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We're currently using ~30kb of Protobuf every frame - and that's when no tile data is coming in. It'll probably eventually be a good idea to implement object pooling to keep allocation down.
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For greater runtime efficiency, it would be nice to have a pooling system. This maintains a pool of instances of a given class. When an instance is needed, the pool will set properties on an extant in…