Section
Introduction
The Section class can be used to measure and report performance in FlatRedBall. It has the following features/benefits:
Supports a tree structure so that sections can be sub-divided.
Supports a context system so different sections of code can create sections without requiring managing and passing around references
Can be serialized to a compact XML file.
Code Example
The following shows the simplest way to time a section and print the result. Add the following using statement:
using FlatRedBall.Performance.Measurement;
If you add this code to an Update or Activity function it will be called every frame, so you will want to add it to your game's Initialize or a Screen's CustomInitialize:
// This starts the timing of the section
Section.GetAndStartContextAndTime("Demo Section");
System.Threading.Thread.Sleep(1000);
// This ends the timing of the section.
// We store off the reference to the created
// section so we can...
Section result = Section.EndContextAndTime();
// ...print it out here:
FlatRedBall.Debugging.Debugger.CommandLineWrite(result);
For more information on CommandLineWrite, see the CommandLineWrite page.
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