Dev changes (#3)
* Fixed dependency * Updates to NeoDictionary * Changes to NeoDictionary * Started working on a Git implementation to integrate into Game Engines in the future * Added commit functionality to the git library * New changes * Added select for NeoDictionary.cs * Fixed issue with previous new method * Added a Benchmarking Tool to be used mostly in game engines * Added IndexOf to NeoDictionary.cs * Added new method for BenchmarkUtility.cs * added an instacedobject class * Added a new shuffle method for lists * fixed return type * Added new Changelog generator
This commit was merged in pull request #3.
This commit is contained in:
@@ -0,0 +1,2 @@
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# Changelog
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Security.Cryptography;
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namespace GameDevLibrary.Extensions
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{
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@@ -98,7 +99,7 @@ namespace GameDevLibrary.Extensions
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return values;
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}
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public static IEnumerable<TSource> DistinctBy<TSource, TKey>
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/*public static IEnumerable<TSource> DistinctBy<TSource, TKey>
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(this IEnumerable<TSource> source, Func<TSource, TKey> keySelector)
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{
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HashSet<TKey> seenKeys = new HashSet<TKey>();
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@@ -109,7 +110,7 @@ namespace GameDevLibrary.Extensions
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yield return element;
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}
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}
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}
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}*/
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// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
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@@ -117,5 +118,30 @@ namespace GameDevLibrary.Extensions
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{
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return array[currentIndex++ % array.Count];
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}
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/// <summary>
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/// Shuffle around items in a list.
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/// Code obtained from https://stackoverflow.com/a/1262619
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/// </summary>
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/// <param name="list"></param>
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/// <typeparam name="T"></typeparam>
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public static IList<T> Shuffle<T>(this IList<T> list)
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{
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RNGCryptoServiceProvider provider = new RNGCryptoServiceProvider();
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int n = list.Count;
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while (n > 1)
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{
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byte[] box = new byte[1];
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do provider.GetBytes(box);
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while (!(box[0] < n * (Byte.MaxValue / n)));
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int k = (box[0] % n);
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n--;
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(list[k], list[n]) = (list[n], list[k]);
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}
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return list;
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}
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}
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}
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@@ -0,0 +1,89 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace GameDevLibrary.Helpers
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{
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public class BenchmarkUtility
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{
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private static Dictionary<string, List<long>> _benchmarks = new Dictionary<string, List<long>>();
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private static Dictionary<string, Stopwatch> _stopwatches = new Dictionary<string, Stopwatch>();
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private static Stopwatch GetStopwatch(string key)
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{
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Stopwatch stopwatch = new Stopwatch();
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if (_stopwatches.TryGetValue(key, out stopwatch))
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{
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}
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else
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{
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stopwatch = new Stopwatch();
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_stopwatches.Add(key, stopwatch);
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}
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return stopwatch;
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}
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public static long Record(Action actionToRecord)
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{
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var stopwatch = new Stopwatch();
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stopwatch.Start();
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actionToRecord.Invoke();
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stopwatch.Stop();
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return stopwatch.ElapsedMilliseconds;
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}
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public static long RecordAndSaveToResults(string key, Action actionToRecord)
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{
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var stopwatch = new Stopwatch();
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stopwatch.Start();
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actionToRecord.Invoke();
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stopwatch.Stop();
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if (!_benchmarks.ContainsKey(key))
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{
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_benchmarks[key] = new List<long>();
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}
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_benchmarks[key].Add(stopwatch.ElapsedMilliseconds);
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return stopwatch.ElapsedMilliseconds;
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}
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public static void Start(string key)
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{
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GetStopwatch(key).Restart();
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}
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public static void Stop(string key)
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{
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if (!_benchmarks.ContainsKey(key))
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{
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_benchmarks[key] = new List<long>();
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}
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GetStopwatch(key).Stop();
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_benchmarks[key].Add(GetStopwatch(key).ElapsedMilliseconds);
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}
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public static List<long> GetResults(string key)
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{
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return _benchmarks.ContainsKey(key) ? _benchmarks[key] : new List<long>();
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}
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public static void ClearResults()
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{
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_benchmarks.Clear();
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}
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public static Dictionary<string, List<long>> GetAllResults()
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{
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return new Dictionary<string, List<long>>(_benchmarks);
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}
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}
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}
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@@ -0,0 +1,31 @@
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using System;
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namespace GameDevLibrary.Models
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{
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public abstract class InstancedObject<T> where T : class
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{
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public static T Instance { get; private set; }
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protected InstancedObject()
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{
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if (Instance != null)
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{
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throw new InvalidOperationException($"An instance of {typeof(T).Name} already exists.");
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}
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Instance = this as T;
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if (Instance == null)
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{
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throw new InvalidOperationException($"Failed to cast {GetType().Name} to {typeof(T).Name}.");
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}
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}
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~InstancedObject()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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}
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}
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}
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@@ -81,6 +81,12 @@ namespace GameDevLibrary.Models
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public NeoDictionaryItem<TKey, TValue>? LastOrDefault(Func<NeoDictionaryItem<TKey, TValue>, bool> predicate) =>
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Items.LastOrDefault(predicate);
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public IEnumerable<NeoDictionaryItem<TKey, TValue>> Select(Func<NeoDictionaryItem<TKey, TValue>, NeoDictionaryItem<TKey, TValue>> selector) =>
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Items.Select(selector);
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public int IndexOf(NeoDictionaryItem<TKey, TValue> selector) =>
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Items.IndexOf(selector);
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public void Remove(TKey key)
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{
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