I've got a method that I'm calling ... well, very often. And now the GC is becoming a problem, because apparently this method is creating garbage, but I can't seem to figure out why.
Item item;
foreach (Point3D p in Point3D.AllDirections)
{
item = grid[gridPosition + p];
if (item != null && item.State != State.Initialized)
else
return;
}
OtherMethod(this);
This method is inside the Item class and figures out the state of neighbouring items. The gridPosition variable is obviously the position of this item inside the grid and the Point3D is a struct that just contains 3 ints, one for each axis. It also contains a few predefined static arrays such as AllDirections which itself only contains Point3Ds.
Now, the state of items can change at any time and once all neighbours have a specific state (or rather aren't in the Initialized state) I do some other stuff (OtherMethod), which also changes the state of the item so this method is no longer called. As such the produced garbage is only a problem when neighbours don't change their state (for example when there is no user input). I guess you could think of this as a substitution for an event driven system.
I admit that I have a rather limited understanding of memory management and I tend to only really understand things by doing them, so reading up on it didn't really help me much with this problem. However, after reading about it I got the impression that every value type, that is defined within a method and doesn't leave it, will be collected upon leaving the method. So I have a little trouble figureing out what's actually left after the return.
Any ideas on what's actually generating the garbage here ? Of course the best case would be to produce no garbage at all, if at all possible.
(Just in case this is relevant, I'm working in Unity and the method in question is the Monobehaviour Update)
Edit for all the comments: Holy cow you guys are quick. So... @ Jeppe Stig Nielsen: There is nothing between if and else, there was once but I didn't need that anymore. It's just a quick way to leave if no neighbour was found. Also, Indexer ! Completely forgot about that, here it is:
public Item this[Point3D gridPosition]
{
get
{
Item item;
items.TryGetValue(gridPosition, out item);
return item;
}
}
Could the TryGetValue be the reason ?
@ Luaan: I already tried a normal for loop, didn't change anything. That looked something like this:
for (int i = 0; i < 6; i++)
{
item = grid[gridPosition + Point3D.AllDirections[i]];
}
If it was the enumerator, that should've fixed it, no ?
@ Rufus: Yes that's a better way to write the if, will fix that. The whole thing is a work in progress right now, so that's just a remnant of past experimentation. There is currently is nothing else in the if statement.
@ Tom Jonckheere: Well there isn't really much else. It's just Unitys Update() followed by two if statements for the State. And that's really just because I currently only work with two states but have already setup more, so someday there will probably be a switch instead of ifs.
@ Adam Houldsworth: Well yes, the problem is certainly that I call it so often. The odd thing is, the amount of garbage produced varies wildly. As far as I can tell it's in the range of 28 bytes to 1.8KB. As for the whole red herring thing, I don't think that's the case. The profiler points to the Update method, which only contains two ifs, one which is the code from above, the other one isn't being used when no state changes occur. And when testing, there are no state changes, except for intial setup.
Also, sorry for the wrong tag, first time I've visited this site. Looks like I'll have some reading to do :)