Snowball V2.0

February 23, 2018 .net snowball c#

I haven't written anything new here in a very long time and a lot has happened since then. I started a new job at BeumerGroup this year and now work mostly in TypeScript writing an html5 spa app.

In my spare time I've decided to working on version 2.0 of my Snowball, my 2D game framework. I've been playing around with the idea for a while now. This version will be developed directly for .net core and will be developed with cross platform capability in mind. The api will look similar but will have some changes.

The old repo is still available on my github at https://github.com/smack0007/Snowball_v1.

Adding assembly references in Roslyn

April 15, 2014 .net c# roslyn

In the Roslyn preview that was released at Build 2014 the way references to global assmeblies are added was changed. Before the preview I could use code like this:

var compilation = Compilation.Create(assemblyName, new CompilationOptions(OutputKind.DynamicallyLinkedLibrary))
	.AddReferences(MetadataReference.CreateAssemblyReference("mscorlib"))
	.AddReferences(MetadataReference.CreateAssemblyReference("System"))
	.AddReferences(MetadataReference.CreateAssemblyReference("System.Core"))
	.AddReferences(new MetadataFileReference(this.GetType().Assembly.Location))
	.AddSyntaxTrees(syntaxTree);

The static factory method "MetadataReference.CreateAssemblyReference" added a reference to global assemblies such as "mscorlib.dll" or "System.dll". In the Roslyn preview, the same be achieved like so:

var assemblyPath = Path.GetDirectoryName(typeof(object).Assembly.Location);

var compilation = CSharpCompilation.Create(assemblyName)
	.WithOptions(new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary))
	.AddReferences(new MetadataFileReference(Path.Combine(assemblyPath, "mscorlib.dll")))
	.AddReferences(new MetadataFileReference(Path.Combine(assemblyPath, "System.dll")))
	.AddReferences(new MetadataFileReference(Path.Combine(assemblyPath, "System.Core.dll")))
	.AddReferences(new MetadataFileReference(Assembly.GetEntryAssembly().Location))
	.AddSyntaxTrees(syntaxTree);

Using Component Glue to build your object graphs automatically

Component Glue is an IoC container and you use it of course to wire up your object graphs for you. Component Glue can also build your object graphs for you automatically if there are no interfaces involved. Take this example:

In After.cs, you can see that Component Glue is able to build the entire object graph for us. This will include all future dependencies as well so long as interfaces don't come into play. Should an interface be needed, you can just bind that single component.

This is a very powerful thing. If one component needs to take on a dependency, just ask for it in the constructor and Component Glue will handle it for you.

Component Glue v1.0

I finally brought Component Glue up to a state where I felt like the product was finished. You can get it via NuGet:

`PM> Install-Package ComponentGlue`

or you can get the source from GitHub. The documentation is definitely sparse I know but I recommend taking a look at the unit tests to get a feel for what you can do with Component Glue.

Credit for the NuGet CSS here.

GLDotNet Version 0.6.0

February 19, 2013 c# opengl .net

I just released GLDotNet Version 0.6.0.

Changelog:

  • **GLDotNet.Toolkit**: Assembly containing simple app framework.
  • **GLDotNet.Objects**: Assembly containing higher level objects such as Texture2D and VertexBuffer.
  • More overloads added to GLContext class.
  • byte and sbyte are now mapped correctly in generated code.
  • Fixed the naming of some functions so as not to include type notation, i.e. Color4u.
  • Decreased the number of enum values output.