Oct. 25th, 2018

Work Post

Oct. 25th, 2018 05:02 am
relee: Picture of Relee Starbreeze, Wizard (Default)
5:02am - Well here I am again at the McDonalds. I sure am spending a lot of time here considering I was going to swear off going to McDonalds to work this month. Alas, I wasn't getting any work done like that.

Anyways, last time I worked I had ...

5:48am - Well that's different, I got distracted by my work and didn't finish my thought in the blog. Usually I'm distracted by other things and don't finish my work in the project.

Anyways, after doing some testing I can't figure out how to get the Unity Job System to work in a multithreaded way. That is to say, I can't see any way to start a Job without using the Complete method on the job handle to block and wait for the job's completion, without getting a warning in the console. So, I guess I'm going to try using the .NET Task system again, but I have to figure out first how I got that loop that didn't end on program termination.

6:33am - Man I had to use up a lot of RAM before I noticed any change on my Task Manager. Bit like poking holes in the bottom of your boat to see if it's leaking until you have a huge hole and you're SURE it's leaking.

So I do have a memory leak in my program. I swtiched out the infinite loop for the creation of a big assed array and sure enough it stayed on in memory even after the Task finished it's job. So I need to figure out some way to end a task when it's done, or it'll just sit there in memory.

7:26am - I'm positively aggravated by this. Why isn't there an easy way to stop a Task once it's done? It says it'll stop once the delegate returns but that doesn't seem to be happening, and the cancellation system is really complicated.

I've also been working for two hours so I think it's time for a game break.

8:51am - It took a little more than an hour and it'spast dawn now but I have completed the introduction quest of Caves of Qud for the first time! Yay me! Got that Girshling from Redrock and hauled it back to Joppa through the underground river tunnel without getting killed for once.

It's also the first time I've used the Save & Quit option, since I've never survived this long. XD

But now I should probably get back to work, except now I'm tired. I'm not sure what to do about that.

Ahh shoot I just remembered what I was working on when I took my break. That's so frustrating. There should be something like "Task.Cancel()" or something. Why does there have to be this complicated infrastructure you have to build to cancel a task? Sheesh.

I'm still not sure why I need to cancel a task in the first place. It says it should stop on its own when it reaches the return in the delegate. Maybe it's just not garbage collecting? But then that still wouldn't explain the behavior I got with that infinite loop. :/

I keep thinking about this alternative method I've come up with for getting by without Multithreading and still having my UI remain usable. But this multithreaded way should work!

Bleh.

9:41pm - Time is just flying by. I made a post on Reddit to see if anybody else could solve my problem, but that's a long term solution, I won't be getting an immediate answer.

Anyways I've read and re-read these docs and near as I can figure out, a Task should end when it reaches the return in the delegate. So I don't know why it's not doing that.

10:00am - I'm getting help faster than I expected. There's already a couple people who answered to ask how I was verifying my problem, since I guess it doesn't make sense to them either.

10:35am - I'm really at my limit now. I'm not sure how much more of anything I can do at this point. It's hard to keep my eyes open even. *yawn*

10:55am - Yeah I'm quite out of it now. I've been reading about this or that and the person I was talking with on Reddit hasn't responded in a while. I think it's time to head home.

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relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

July 2023

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