C# 클래스 FlatRedBall.TimeManager

파일 보기 프로젝트 열기: vchelaru/FlatRedBall

공개 프로퍼티들

프로퍼티 타입 설명
CurrentTime double

공개 메소드들

메소드 설명
CreateXmlSumTimeSectionReport ( string fileName ) : void
GetPersistentTimedSections ( ) : string
GetSumTimedSections ( ) : string
GetTimedSectionList ( ) : List
GetTimedSections ( bool showTotal ) : string
Initialize ( ) : void

Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content.

InitializeStopwatch ( ) : void
PersistentTimeSection ( string label ) : void
SecondsSince ( double absoluteTime ) : double
StartPersistentTiming ( ) : void
StartSumTiming ( ) : void

Begins Sum Timing

StartSumTiming(); foreach(Sprite sprite in someSpriteArray) { SumTimeRefresh(); PerformSomeFunction(sprite); SumTimeSection("PerformSomeFunction time:"); SumTimeRefresh(); PerformSomeOtherFunction(sprite); SumTimeSection("PerformSomeOtherFunction time:); }

SumTimeRefresh ( ) : void
SumTimeSection ( string label ) : void
TimeSection ( ) : void

Stores an unnamed timed section.

A timed section is the amount of time (in seconds) since the last time either Update or TimeSection has been called. The sections are reset every time Update is called. The sections can be retrieved through the GetTimedSections method. FRB.TimeManager.GetTimedSection

TimeSection ( string label ) : void

Stores an named timed section.

A timed section is the amount of time (in seconds) since the last time either Update or TimeSection has been called. The sections are reset every time Update is called. The sections can be retrieved through the GetTimedSections method. FRB.TimeManager.GetTimedSection

Update ( GameTime time ) : void

Performs every-frame logic to update timing values such as CurrentTime and SecondDifference. If this method is not called, CurrentTime will not advance.

메소드 상세

CreateXmlSumTimeSectionReport() 공개 정적인 메소드

public static CreateXmlSumTimeSectionReport ( string fileName ) : void
fileName string
리턴 void

GetPersistentTimedSections() 공개 정적인 메소드

public static GetPersistentTimedSections ( ) : string
리턴 string

GetSumTimedSections() 공개 정적인 메소드

public static GetSumTimedSections ( ) : string
리턴 string

GetTimedSectionList() 공개 정적인 메소드

public static GetTimedSectionList ( ) : List
리턴 List

GetTimedSections() 공개 정적인 메소드

public static GetTimedSections ( bool showTotal ) : string
showTotal bool
리턴 string

Initialize() 공개 정적인 메소드

Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content.
public static Initialize ( ) : void
리턴 void

InitializeStopwatch() 공개 정적인 메소드

public static InitializeStopwatch ( ) : void
리턴 void

PersistentTimeSection() 공개 정적인 메소드

public static PersistentTimeSection ( string label ) : void
label string
리턴 void

SecondsSince() 공개 정적인 메소드

public static SecondsSince ( double absoluteTime ) : double
absoluteTime double
리턴 double

StartPersistentTiming() 공개 정적인 메소드

public static StartPersistentTiming ( ) : void
리턴 void

StartSumTiming() 공개 정적인 메소드

Begins Sum Timing
StartSumTiming(); foreach(Sprite sprite in someSpriteArray) { SumTimeRefresh(); PerformSomeFunction(sprite); SumTimeSection("PerformSomeFunction time:"); SumTimeRefresh(); PerformSomeOtherFunction(sprite); SumTimeSection("PerformSomeOtherFunction time:); }
public static StartSumTiming ( ) : void
리턴 void

SumTimeRefresh() 공개 정적인 메소드

public static SumTimeRefresh ( ) : void
리턴 void

SumTimeSection() 공개 정적인 메소드

public static SumTimeSection ( string label ) : void
label string
리턴 void

TimeSection() 공개 정적인 메소드

Stores an unnamed timed section.
A timed section is the amount of time (in seconds) since the last time either Update or TimeSection has been called. The sections are reset every time Update is called. The sections can be retrieved through the GetTimedSections method. FRB.TimeManager.GetTimedSection
public static TimeSection ( ) : void
리턴 void

TimeSection() 공개 정적인 메소드

Stores an named timed section.
A timed section is the amount of time (in seconds) since the last time either Update or TimeSection has been called. The sections are reset every time Update is called. The sections can be retrieved through the GetTimedSections method. FRB.TimeManager.GetTimedSection
public static TimeSection ( string label ) : void
label string The label for the timed section.
리턴 void

Update() 공개 정적인 메소드

Performs every-frame logic to update timing values such as CurrentTime and SecondDifference. If this method is not called, CurrentTime will not advance.
public static Update ( GameTime time ) : void
time Microsoft.Xna.Framework.GameTime The GameTime value provided by the XNA Game class.
리턴 void

프로퍼티 상세

CurrentTime 공개적으로 정적으로 프로퍼티

public static double CurrentTime
리턴 double