public override void ThreadFunc() { snapshotB = new PackedMemorySnapshot(); snapshotB.LoadFromFile(pathB); snapshotB.Initialize(); tree = control.BuildTree(snapshotA, snapshotB); }
void LoadFromFileThreaded(object userData) { var filePath = userData as string; snapshotPath = filePath; m_Heap = new PackedMemorySnapshot(); if (!m_Heap.LoadFromFile(filePath)) { m_ErrorMsg = string.Format("Could not load memory snapshot."); return; } m_Heap.Initialize(filePath); }
void ReceiveHeapThreaded(object userData) { var args = new MemorySnapshotProcessingArgs(); args.source = userData as UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot; try { m_Heap = PackedMemorySnapshot.FromMemoryProfiler(args); m_Heap.Initialize(); } catch { m_CloseDueToError = true; throw; } }
void ReceiveHeapThreaded(object userData) { var args = new MemorySnapshotProcessingArgs(); args.source = userData as UnityEditor.MemoryProfiler.PackedMemorySnapshot; args.excludeNativeFromConnections = excludeNativeFromConnections; try { m_Heap = PackedMemorySnapshot.FromMemoryProfiler(args); m_Heap.Initialize(); } catch { m_CloseDueToError = true; throw; } }