Results 10 comments of floydchen

![image](https://user-images.githubusercontent.com/7371136/81810770-23e29780-9556-11ea-9e93-6c5496d62374.png)

处理完一波new的地方,仔细加Profiler发现剩下主要在读取bindposes和bones时产生的, ![image](https://user-images.githubusercontent.com/7371136/81927638-8f8c3980-9616-11ea-87c4-a60d8d4122bb.png) MergeBone在新的AnimationInstanceItem创建时是必须的,这么频繁的内存分配可能没办法实装到生产环境中呀。

估计不太需要考虑GPU不支持问题, wetest 2020中国移动游戏质量白皮书"面上OpenGL ES 3.0以下版本占有率已经接近0,建议不必对更早版本做专项优化,或减少优化投入"

因为有大量的mono gc, 你可以连profiler看下

I also experience this problem, but my VS direct crashed.

Additionally, I have a question about the relationship between Microsoft.Windows.EventTracing and Microsoft.Diagnostics.Tracing.TraceEvent. How are these two related? Apart from this, I am also attempting to handle the stack data using...

@Shellbye 还有一种写法,空间复杂度只有`O(K)`,时间复杂度`O(KlogN)` ``` vector dp(K + 1, 0); int m; for (m = 0; dp[K] < N; m++) for (int k = K; k > 0; --k) dp[k] += dp[k...

只是把dp矩阵中二维元素换成了次数s ``` dp[k][s] = d[k][s-1] + dp[k-1][s-1] + 1; ``` 简化掉s用一维数组保存对应的数据,就是 ``` dp[k] = dp[k] + dp[k-1] + 1; ```