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Replay
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The ReplayTimer type exposes the following members.
| Name | Description | |
|---|---|---|
| ReplayTimer | Creates a new ReplayTimer instance. |
| Name | Description | |
|---|---|---|
| DefinedFrameRate | Gets the defined frame rate for this timer. |
| Name | Description | |
|---|---|---|
| Equals | Determines whether the specified object is equal to the current object. (Inherited from Object) | |
| GetHashCode | Serves as the default hash function. (Inherited from Object) | |
| GetType | Gets the Type of the current instance. (Inherited from Object) | |
| ToString | Returns a string that represents the current object. (Inherited from Object) | |
| WaitNext | Blocks until the next scheduled frame rate interval. |
| Name | Description | |
|---|---|---|
| GetEnumValueOrDefault |
Gets the enumeration constant for value, if defined in the enumeration, or a default value.
(Defined by EnumExtensions) | |
| GetEnumValueOrDefaultT |
Gets the enumeration constant for this value, if defined in the enumeration, or a default value.
(Defined by EnumExtensions) |
Uses absolute deadline advancement to maintain consistent inter-frame intervals. For longer intervals, e.g., 30 FPS / ~33ms, a single bulk Sleep(Int32) is used for most of the wait, followed by yield/spin for the final approach — minimizing OS scheduler jitter compared to many individual Thread.Sleep(1) calls.
Also supports very high frame rates, e.g., 3000 FPS, where the yield/spin path naturally dominates due to sub-millisecond intervals.