Unity C#for和foreach效率比较

下面是代码自己测试一下即可
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TimeDuiBi : MonoBehaviour { List<int> list = new List<int>(); private void Start() { for (int i = 0; i < 3000000; i++) { list.Add(i); } } private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); int temp1 = 0; int cout = list.Count; for (int i = 0; i < cout; i++) { temp1 += list[i]; } stopwatch.Stop(); Debug.Log("for time=: " + stopwatch.Elapsed.TotalMilliseconds + "temp1:" + temp1); System.Diagnostics.Stopwatch stopwatch2 = new System.Diagnostics.Stopwatch(); stopwatch2.Start(); int temp3 = 0; for (int i = 0; i < list.Count; i++) { temp3 += list[i]; } stopwatch2.Stop(); Debug.Log("for list.Count time=: " + stopwatch2.Elapsed.TotalMilliseconds + "temp3:" + temp3); System.Diagnostics.Stopwatch stopwatch1 = new System.Diagnostics.Stopwatch(); stopwatch1.Start(); int temp2 = 0; foreach (var item in list) { temp2 += item; } stopwatch1.Stop(); Debug.Log("foreach time=: " + stopwatch1.Elapsed.TotalMilliseconds + "temp2:" + temp2); } } }
以上就是测试的结果,不喜勿喷
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