();
Protobufioutil.mergefrom (data, Person2, schema);
System.out.println (person2.id);
}
More features to read the relevant manuals in detail. For example, specify the serialization order of the Entity class fields, ignore some fields that are not serialized, and so on.
Performance considerations
At first, given the Protostuff's reflection, would it be far worse than the official recommended reflection performance? Without investigation, there is no say. Someone has alread
Tribute to the original http://blog.csdn.net/janeky/article/details/17457533Most MMO games now have an auto-pathfinding feature. When you click a location on the scene, the character automatically finds its way past. There may be a lot of obstacles in the middle, and the character will automatically bypass the obstacles and eventually reach the end. Using unity to develop a hand tour, automatic pathfinding can be implemented in many ways. The first mo
, Person2, schema);
System.out.println (person2.id);
}
More features to read the relevant manuals in detail. For example, specify the serialization order of the Entity class fields, ignore some fields that are not serialized, and so on.
Performance considerations
At first, given the Protostuff's reflection, would it be far worse than the official recommended reflection performance? Without investigation, there is no say. Someone has already tested, the performance aspect is si
http://blog.csdn.net/janeky/article/details/17457533Most MMO games have an auto-pathfinding feature. When you click a location on the scene, the character automatically finds its way past. There may be a lot of obstacles in the middle, and the character will automatically bypass the obstacles and eventually reach the end. Using unity to develop a hand tour, automatic pathfinding can be implemented in many ways. The first more traditional is the use of
; the Else + { A floatPassedtimepercent = (passedtime)/_looptime; the + - floatBottomPoint1 = passedtimepercent* (_blinkwidth + 1);//Base point 1 $ floatBottomPoint2 = BottomPoint1-_blinkwidth;//Base point 2 $ //The default is a 45-degree angle, so you don't need to compute too much - - floatTemp1 = BottomPoint1-uv.y; the floatTemp2 = Temp1-(_blinkwidth*0.5); -
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