Atomic Counters in UnrealScript
In UnrealScript, we don’t have built-in atomic operations or a direct equivalent to Go’s sync/atomic
package. However, we can simulate the concept using UnrealScript’s threading system and a custom AtomicIncrement
function (which would need to be implemented as a native function for true atomicity).
Here’s an explanation of the code:
We define an
AtomicCounter
class that will manage our counter and threads.The
Ops
variable represents our counter, similar to theatomic.Uint64
in the Go example.We use an array of
Thread
objects to simulate Go’s goroutines.The
Init
function starts 50 threads, each running theIncrementCounter
function.IncrementCounter
increments the counter 1000 times using a hypotheticalAtomicIncrement
function.WaitForThreads
waits for all threads to complete, similar toWaitGroup.Wait()
in Go.GetOps
returns the final value of the counter.
To use this class:
This code creates an AtomicCounter
, initializes it (which starts the threads), waits for all threads to complete, and then logs the final counter value.
Note that UnrealScript’s threading model is different from Go’s goroutines, and true atomic operations would require native code implementation. This example provides a conceptual translation of the Go code, adapting it to UnrealScript’s capabilities and conventions.