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C# Reference

C# Reference
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Learn Unity 3D Game Engine | Game Development Blog IDictionary Options - Performance Test - SortedList vs. SortedDictionary vs. Dictionary vs. Hashtable Please note that the advantage of Hashtable over generic Dictionary for insert and search operations demonstrated here is actually because the tests are based on NON generic IDictionary interface, so each insert or search action is accompanied with check for the key type. For more information see the Sean's comment below. (Thanks Sean!) This is a sequence of tests comparing the performance results for four different implementations of IDictionary and in particular generic Dictionary, generic SortedDictionary, the old non-generic Hashtable and generic SortedList. I performed several tests, comparing the following parameters: memory used in bytes, time for the insertion in ticks, time for the item search in ticks, and the time for looping with foreach in ticks. I performed the tests in five stages, to observe the relationship between the number of entries and the performance. In this particular test, lower numbers of memory usage or time taken for the execution means better performance.

Fluid Code » Refactoring in C# Fluid Code A blog about refactoring, .Net and all things agile by Danijel Arsenovski Home Archive for the ‘Refactoring in C#’ Category Telerik announces (yet another) .NET refactoring tool Thursday December 3rd, 2009 in Refactoring , Refactoring in C# , Refactoring in VB , Visual Studio 2010 | No Comments » Another Free C# Refactoring Tool from Devexpress Tuesday May 26th, 2009 in Refactoring in C# | No Comments » Professional Refactoring in C# and ASP.NET published! Wednesday April 15th, 2009 in Refactoring in C# | No Comments » “Professional Refactoring in C# and ASP.NET” available with discount for pre-order at Amazon Sunday February 1st, 2009 in Programming , Refactoring , Refactoring in C# | No Comments » It’s official! Saturday August 9th, 2008 in Refactoring , Refactoring in C# | No Comments » Translate Categories Tags Recent Comments Blogroll Free Chapter My Articles Personal Refactoring Tools Sites of interest Archives © 2013 Fluid Code Design by Arcsin Wordpress Themes

Pyroxene on deviantART C# Preprocessor Directives (C#) This section contains information about the following C# preprocessor directives. #if #else #elif #endif #define #undef #warning #error #line #region #endregion #pragma #pragma warning #pragma checksum See the individual topics for more information and examples. Although the compiler does not have a separate preprocessor, the directives described in this section are processed as if there were one. A preprocessor directive must be the only instruction on a line.

SkillSwap: Making A 2 Player 2D Game With Unity | Rocket 5 Studios [UPDATE] We have a brand new Unity tutorial which uses the new built-in 2D sprite and physics systems that Unity added in version 4.3. You can find it here. I recently presented a step-by-step workshop titled “Making A 2D Sprite-Based Game With Unity” to the Toronto SkillSwap community which is “A collaborative group for folks interested in sharing their skills and training with other developers in Toronto, and for folks interested in learning!”. Around 50 people showed up to the 3 hour workshop and although we tried our hardest to get through all of the content, we only completed about 1/2 of the project before it was time to move on to the beer drinking portion of the event. So while I still had all of the project steps fresh in my mind, I figured it would be a good idea to go through the workshop at home and screencast the whole thing so that everyone could get a chance to follow along with the complete tutorial. And here’s the screencast: Calculating Orthographic Camera Size

WPF Command-Pattern Applied Download source - 79.5 KB Introduction WPF Commanding offers the base for integration of the GoF Command pattern into an application. Program Architecture Creation of functional units in hierarchies Reduction of complexity in large applications Automated testing Reusability of the pattern and the commands Command Description Description of a command should be neutral to the GUI in use Commands should be easy to localize Command Runtime Behaviour Static parameter (per command instance) Context sensitive runtime data Source provided runtime parameters (ICommandSource.CommandParameter) UI Integration Images and ToolTips with Gestures for existing command sources (Button and MenuItem) Visualization of a Disabled state for Button controls Selectable binding via XAML or Code-Behind Integration of existing WPF commands as for example the System.Windows.Documents.EditingCommands Command Repository The attached example demonstrates how to use the Command pattern in an RTF editor: Command Usage

.NET Design Patterns in C# and VB.NET - Gang of Four (GOF) - DoFactory Design patterns are solutions to software design problems you find again and again in real-world application development. Patterns are about reusable designs and interactions of objects. The 23 Gang of Four (GoF) patterns are generally considered the foundation for all other patterns. To give you a head start, the C# source code for each pattern is provided in 2 forms: structural and real-world. A third form, .NET optimized, demonstrates design patterns that fully exploit built-in .NET 4.5 features, such as, generics, attributes, delegates, reflection, and more.

Tasharen Entertainment How to create an online multiplayer game with Unity - Paladin Studios C# Code creating a server Csharp GUI guide how to how to create a multiplayer game interpolate interpolating Interpolation joining a server kickstarter lfg LFG & the fork of truth multi multi player Multiplayer multiplayer game Multiplayer tutorial network network communication network manager object creation online player player-script predict Predicting Prediction Project refresh host Remote Procedure Call Remote Procedure Calls RPC RPCMode Script Server Spawning a player synchronize The fork of Truth tutorial Tutorial Project Unity Unity editor Unity Guide This tutorial will explain how multiplayer can be implemented using Unity’s networking functionality. We didn’t work on an online multiplayer game before, and here will we describe how we designed the implementation for LFG: The Fork of Truth. This is a four person co-op game where each player controls one of the characters from the LFG comic. These are the things we are going to talk about: Creating a server So let’s get started!

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