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XML documentation comments are a special kind of comment, added above the definition of any user-defined type or member. They are special because they can be processed by the compiler to generate an XML documentation file at compile time. The compiler generated XML file can be distributed alongside your .NET assembly so that Visual Studio and other IDEs can use IntelliSense to show quick information about types or members. Additionally, the XML file can be run through tools like DocFX and Sandcastle to generate API reference websites.

XML documentation comments, like all other comments, are ignored by the compiler.

You can generate the XML file at compile time by doing one of the following:

If you are developing an application with .NET Core from the command line, you can add a DocumentationFile element to the <PropertyGroup> section of your .csproj project file. The following example generates an XML file in the project directory with the same root filename as the assembly:

You can also specify the exact absolute or relative path and name of the XML file. The following example generates the XML file in the same directory as the debug version of an application:

If you are developing an application using Visual Studio, right-click on the project and select Properties . In the properties dialog, select the Build tab, and check XML documentation file . You can also change the location to which the compiler writes the file.

Properties XML documentation file

If you are compiling a .NET Framework application from the command line, add the /doc compiler option when compiling.

XML documentation comments use triple forward slashes ( /// ) and an XML formatted comment body. For example:

Walkthrough

Let's walk through documenting a very basic math library to make it easy for new developers to understand/contribute and for third party developers to use.

Here's code for the simple math library:

The sample library supports four major arithmetic operations add , subtract , multiply and divide on int and double data types.

Now you want to be able to create an API reference document from your code for third party developers who use your library but don't have access to the source code. As mentioned earlier XML documentation tags can be used to achieve this, You will now be introduced to the standard XML tags the C# compiler supports.

The <summary> tag adds brief information about a type or member. I'll demonstrate its use by adding it to the Math class definition and the first Add method. Feel free to apply it to the rest of your code.

In other words, it takes about 6.9 million cycles on this 2 GHz machine to process the 1500 calls in the render loop. Of the 6.9 million cycles, the amount of time in the mode transitions is approximately 10k, so now the profile results are almost entirely measuring work associated with Best Wholesale For Sale For Sale Online XZ1010 China wholesale girls led light up shoes USB charge LED shoes for girls 2017 With Credit Card Cheap Price Best Sale Online Discount Deals SVzYJ49N
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Notice that the code sample requires an array of two textures. To avoid a runtime optimization that would remove SetTexture if it sets the same texture pointer every time it is called, simply use an array of two textures. That way, each time through the loop, the texture pointer changes, and the full work associated with SetTexture is performed. Be sure that both textures are the same size and format, so that no other state will change when the texture does.

And now you have a technique for profiling Direct3D. It relies on the high performance counter (QueryPerformanceCounter) to record the number of ticks it takes the CPU to process work. The work is carefully controlled to be the runtime and driver work associated with API calls using the query mechanism. A query provides two means of control: first to empty the command buffer before the render sequence starts, and secondly to return when the GPU work is finished.

So far, this paper has shown how to profile a render sequence. Each render sequence has been fairly simple, containing a single DrawPrimitive call and a SetTexture call. This was done to focus on the command buffer and the use of the query mechanism to control it. Here is a brief summary of how to profile an arbitrary render sequence:

All of these techniques are used to profile state changes. Assuming that you have read and understood how to control the command buffer, and have successfully completed baseline measurements on DrawPrimitive , you are ready to add state changes to your render sequences. There are a few additional profiling challenges when adding state changes to a render sequence. If you intend to add state changes to your render sequences, be sure to continue into the next section.

Direct3D uses many render states to control almost every aspect of the pipeline. The APIs that cause state changes include any function or method other than the Draw*Primitive calls.

State changes are tricky because you may not be able to see the cost of a state change without rendering. This is a result of the lazy algorithm that the driver and the GPU use to defer work until it absolutely has to be done. In general, you should follow these steps to measure a single state change:

Naturally, everything you have learned about using the query mechanism and putting the render sequence in a loop to negate the cost of the mode transition still applies.

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