所以我们遇到了一些有趣的问题,看起来似乎是表示层的缓存,我们想知道其他人是否看到这个,以及我们可以做些什么变通办法.
我们有一些自己的属性,我们隐含动画.我们通过将它们声明为属性并动态合成它们来做到这一点:
@interface GOOLayer : CALayer
@property float gooValue;
@end
NSString *const kGOOLayerValueKey = @"gooValue";
@implementation GOOLayer
@dynamic gooValue;
- (id)initWithLayer:(id)layer {
if ((self = [super initWithLayer:layer])) {
id value = [layer valueForKey:kGOOLayerValueKey];
[self setValue:value forKey:kGOOLayerValueKey];
}
return self;
}
- (id<CAAction>)actionForKey:(NSString *)event {
id <CAAction> action = [super actionForKey:event];
if (action == nil && [event isEqual:kGOOLayerValueKey]) {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:event];
animation.fromValue = [self.presentationLayer valueForKey:event];
animation.duration = [CATransaction animationDuration];
return animation;
}
return action;
}
- (void)display { …Run Code Online (Sandbox Code Playgroud) 我想之所以一个相当不错的C++编译器11(铛)未优化的代码,并想知道如果这里有人有意见.
#include <iostream>
#define SLOW
struct A {
A() {}
~A() { std::cout << "A d'tor\n"; }
A(const A&) { std::cout << "A copy\n"; }
A(A&&) { std::cout << "A move\n"; }
A &operator =(A) { std::cout << "A copy assignment\n"; return *this; }
};
struct B {
// Using move on a sink.
// Nice talk at Going Native 2013 by Sean Parent.
B(A foo) : a_(std::move(foo)) {}
A a_;
};
A MakeA() {
return A();
}
B MakeB() …Run Code Online (Sandbox Code Playgroud) 有很多环境变量可以控制dyld的启动,其中一些对于调试性能问题非常有用。并非所有文件都记录在案。