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Thread Pool

1. Thread Pool ์€ ํ•ญ์ƒ BackGround Thread ๋กœ ๋™์ž‘ํ•œ๋‹ค. 2. Name ํ•„๋“œ๋ฅผ ์„ค์ •ํ• ์ˆ˜ ์—†๋‹ค. ( ์“ฐ๋ ˆ๋“œ์— Name ํ•„๋“œ๋Š” ์„ค์ •์ด ํ•œ๋ฒˆ๋งŒ ๊ฐ€๋Šฅ ํ•˜๊ธฐ ๋•Œ๋ฌธ ) 3. Block ๋˜๋Š” ์ฝ”๋“œ๋ฅผ ์‚ฌ์šฉํ•˜๋ฉด ์„ฑ๋Šฅ์ด ๋–จ์–ด์ง„๋‹ค. 4. Thread.CurrentThread.IsThreadPoolThread ์†์„ฑ์œผ๋กœ ์“ฐ๋ ˆ๋“œ ํ’€์„ ์‚ฌ์šฉํ•˜๋Š”์ง€ ์•Œ ์ˆ˜ ์žˆ๋‹ค.

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New Syntax in C# 8.0

C# 8.0 ์—์„œ ๋ฐ”๋€์  1. Defalut Interface ๊ฐ€ ์ƒ๊น€ interface Test { void DefalutFunc() { ..... } } 2. Using ๊ฐœ์„  using ๋ธ”๋Ÿญ ์‚ฌ์šฉ์„ ๊ฐœ์„ ํ•˜์—ฌ ์•„๋ž˜์™€ ๊ฐ™์ด ์‚ฌ์šฉ์ด ๊ฐ€๋Šฅํ•˜๋‹ค public static void Test { using FileSystem test = new FileSystem("text.txt",FileMode.CreateNew); } // test Dispose 3. Nullable Reference #nullable enable : ์ฐธ์กฐ ํƒ€์ž… ๋ณ€์ˆ˜๋ฅผ null ์„ ๋Œ€์ž…ํ•˜๋ฉด ๊ฒฝ๊ณ ๋ฅผ ๋ฐœ์ƒ์‹œํ‚จ๋‹ค. (#nullable disable : ์‚ฌ์šฉ์•ˆํ•จ) 4. Null ๋ณ‘ํ•ฉ ํ• ๋‹น์ž c# 6.0 null ๋ณ‘ํ•ฉ ์—ฐ์‚ฐ์ž string s2 = s1..

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C# 8.0 Switch Expression

c# 8.0 ์—์„  switch ํ™•์žฅ์‹์ด ์ถ”๊ฐ€ ๋˜์—ˆ๋‹ค. ex) int n = 20; ์ผ๋ฐ˜์ ์ธ switch ์˜ ์‚ฌ์šฉ switch(n) { case 10 : break; default : break; } Switch Expression ์‚ฌ์šฉ int s = n switch { 10 => 11, 20 => 22, 30 => 33, _=> 100 }; * _ -> default๋ฅผ ๋œปํ•จ. *Expression ์ด๋ž€ ํ•˜๋‚˜์˜ ๊ฐ’์œผ๋กœ ๊ณ„์‚ฐ ๋˜๋Š”์‹ ( ์˜ˆ : ๋ฆฌํ„ด์„ ํ‘œ๊ธฐํ•˜์ง€ ์•Š์•„๋„ ํ•˜๋‚˜์˜ ๊ฐ’์œผ๋กœ ์˜ˆ๋ฅผ ๋“ค์–ด 3 * 5 ๊ฐ™์€๊ฒƒ)

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Index & Range

C# 8.0์—์„œ์˜ Index. 1. "^"์˜ ๊ฐœ๋…. (Index fromEnd ์˜ ๋‹จ์ถ• ํ‘œ๊ธฐ๋ฒ•) ์•„๋ž˜์˜ ๋ฐฐ์—ด์ด ์žˆ๋‹ค๊ณ  ๊ฐ€์ •ํ–ˆ์„ ๋•Œ.. int a = [1,2,3,4,5,6,7]; int b = a[^2]; ^ => ๋’ค์—์„œ ๋ถ€ํ„ฐ ์ˆœ์„œ๋ฅผ ์„ผ๋‹ค. ๋‹จ ์ด๋•Œ๋Š” ์ œ๋กœ ๋ฒ ์ด์Šค๊ฐ€ ์•„๋‹˜ ์ฆ‰ ์‹คํ–‰ํ•˜๋ฉด b = 6 ์ด ๋‚˜์˜จ๋‹ค. 2. Index ๊ฐ์ฒด c# 8.0๋ถ€ํ„ฐ๋Š” Index๋ž€ ๊ฐœ๋…์ด ์ƒ๊ฒผ๋‹ค. ์—ญ์‹œ ๊ฐ์ฒด๋ผ ์•„๋ž˜์™€ ๊ฐ™์ด ์„ ์–ธ์ด ๊ฐ€๋Šฅํ•˜๋‹ค Index idx = new Index(2); ex) string a = "abcdefg"; int idx1 = 2; Index idx2 = new Index(2); char c1 = a[idx1]; char c2 = a[idx2]; ๋‘˜ ๋‹ค ๊ฐ™์€ ๊ฒฐ๊ณผ๊ฐ€ ๋‚˜์˜จ๋‹ค. c1 = c c2 = c ๊ทธ๋Ÿผ I..

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2017 ์–ธ๋ฆฌ์–ผ ์„œ๋ฐ‹ ํ”„๋ฆฌ๋ฏธ์—„

์•„๋ž˜ ๋‚ด์šฉ์€ ํšŒ์‚ฌ ์ปจ๋ฒ„๋Ÿฐ์Šค ์ •๋ฆฌ๊ธ€์„ ํŽŒํ•œ ๋‚ด์šฉ. ์–ธ๋ฆฌ์–ผ ์—”์ง„ 4 ์…ฐ์ด๋”, ๋” ๊นŠ์ด ์ดํ•ดํ•˜๊ธฐ ์…ฐ์ด๋” ์–ธ๋ฆฌ์–ผ์˜ ์…ฐ์ด๋”๋Š” USH(Unreal Shader Headers)์™€ USF(Unreal Shader Files)๋กœ ๊ตฌ์„ฑ๋จ HLSL ์ฝ”๋“œ๋กœ ์ž‘์„ฑ๋˜๋Š” USF๋Š” FShaderType์œผ๋กœ ๊ด€๋ฆฌ๋จ Global / Material / MeshMaterial 3๊ฐ€์ง€ ํƒ€์ž…์ด ์กด์žฌํ•จ FShaderType์ด ์ปดํŒŒ์ผ๋˜์–ด FShader ์…ฐ์ด๋” ์ธ์Šคํ„ด์Šค๊ฐ€ ๋จ ๋ฉ”์‹œํŠน์„ฑ์€ VertexFactory๋ฅผ ํ†ตํ•ด ์ƒ์„ฑ๋˜๋Š”๋ฐ, ํ˜„์žฌ๋Š” ์ปค์Šคํ„ฐ๋งˆ์ด์ง• ๊ฐ€๋Šฅํ•œ ์ธํ„ฐํŽ˜์ด์Šค๋ฅผ ์ œ๊ณตํ•˜์ง€ ์•Š์Œ ๋จธํ‹ฐ๋ฆฌ์–ผ Material์˜ ๊ฐ ๋…ธ๋“œ๋“ค์ด ๋ฒˆ์—ญ๋˜๋ฉด์„œ ๋…๋ฆฝ๋œ usf ์ฝ”๋“œ๋กœ ์ปดํŒŒ์ผ๋จ ์ปค์Šคํ…€ ๋…ธ๋“œ๋Š” HLSL์ฝ”๋“œ๋ฅผ ์ง์ ‘ ์ž‘์„ฑํ•  ์ˆ˜ ์žˆ๋Š” ๋…ธ๋“œ์ง€๋งŒ, ์ฝ”๋“œ์ตœ์ ํ™”๊ฐ€ ์ˆ˜ํ–‰๋˜์ง€ ๋ชปํ•˜..

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