/// <summary>
    /// 并行job
    /// </summary>
    public static void Test03()
    {
        NativeArray <int> result0 = new NativeArray <int>(1, Allocator.TempJob);
        NativeArray <int> result1 = new NativeArray <int>(1, Allocator.TempJob);

        stopwatch.Start();

        //Job0
        MyJobSystem0 job0 = new MyJobSystem0();

        job0.a      = 0;
        job0.b      = 1;
        job0.result = result0;
        var handle0 = job0.Schedule();
        //Job1
        MyJobSystem1 job1 = new MyJobSystem1();

        job1.a      = 100;
        job1.result = result1;
        var handle1 = job1.Schedule();

        handle0.Complete();
        handle1.Complete();

        stopwatch.Stop();
        UnityEngine.Debug.Log($"task {stopwatch.ElapsedMilliseconds}");

        result0.Dispose();
        result1.Dispose();
    }
    /// <summary>
    /// 比较多线程和直接执行的消耗
    /// </summary>
    public static void Start()
    {
        NativeArray <int> result = new NativeArray <int>(2, Allocator.TempJob);
        MyJobSystem0      job0   = new MyJobSystem0();

        job0.a      = 0;
        job0.b      = 1;
        job0.result = result;

        stopwatch.Start();
        JobHandle handle = job0.Schedule();

        handle.Complete();
        stopwatch.Stop();
        UnityEngine.Debug.Log($"task {stopwatch.ElapsedMilliseconds} : {result[0]} : {result[1]}");
        UnityEngine.Debug.LogError(result.Length);
        result.Dispose();

        //stopwatch.Reset();
        //stopwatch.Start();
        //var index = 0;
        //for (int i = 0; i < 1000000; i++)
        //{
        //	index++;
        //}
        //stopwatch.Stop();
        //UnityEngine.Debug.Log($"task {stopwatch.ElapsedMilliseconds}");
    }