method
List.clear
List.clear(s) -> void
Empties s by setting its length back to zero. The backing buffer is kept, so refilling the slice afterward reuses the same memory without reallocating. Use it to reset a per-frame list — collisions, visible tiles, particles to draw — at the start of each update instead of building a new slice every frame.
Parameters
sthe slice to emptyExample
program FrameHits {
var hits: []int = new []int
handler BeginFrame phase Update {
List.clear(hits) # start the frame with an empty list
}
}