The DNF trying to get some visibility for their internal working so at least people understand what’s going on and if somebody willing to reevaluate their opining that maybe a good start.
Second part is for these who love bureaucracy and how things moving. Should give lot of insights what to fix.
Personally I decide give “new org” a chance and try to volunteer in their activity. Not sure how things will be moving, but at least I see people who care.
I really want to get into C# to use Unity and (potentially) .NET. However, I still can't find a course that would be the best for me. Can somebody recommend a course or any other place where I can learn the basics of C#?
Edit: I also have a bit of programming experience because I learned Java.
I'm a self-taught beginner in C#, and I'm currently working on a small personal project.
Quite often in my code, I need to load objects from JSON files. To make this easier, I created static FromFile(string) methods in the relevant classes. Now I'm wondering - would it be a good approach to create a base class or interface that contains FromFile() and ToFile() methods, and then have my classes inherit from it to further reduce code duplication?
I'd really appreciate any advice or constructive criticism.
P.S. English is not my native language, so I used a translator for this post - apologies for mistakes.
I already had some other posts on SignalsDotnet. It's just another update that could be interesting and I wanted to share some new ideas. They are just ideas, I would like to hear some opinions about that.
0. Obviously in C# we can write
Changing firstName, obviously doesn't update name
1. With signals one could write
This time, changing firstName, changes also fullName automatically, and an event on fullName is raised (Since we are using R3, the Values observers are notified. but this is a detail). Computed signals automatically track their dependencies, and notify when one of them change
If we go a step further, we can imagine signals live on another machine (a server or whatever), and clients "sending" computations remotely. This is why SignalComputedQuery strings exist in SignalsDotnet. So with a syntax like Graphql one can express the function inside Computed as a string, and pass it to a server
2. Computed over the wire
this query string is then turned into an expression (in the Server), then compiled into a Func, passed to Signal.ComputedObservable() with an exposed type, and yield-ed back to the client via whatever protocol (SSE, Websocket, SignalR).
This is ugly.
With last update we can go the other way around, transform an expression in a query string, so one can write:
3.Expression to query string
This allows to have type-safety etc etc. Same things that make EF Core convienien instead of write SQL Code directly. And with Refit, we could just
4. Using it with Refit
This is basically a remote computed,
This allows us to propagate computed signals over machines. This is cool per se, but this open space for ideas like:
- Distributed SignalsStore (Just having signals in different machines, and use remote computed to merge them together and propagate to other machines potentially)
- Caching of reactive properties. We could imagine to have a central authoritative host with a set of signals, and some other machines that just fanout those signals to downstream machines (similar to redis caching, but with reactivity built in).
To make it really work in practice, we need a way to orchestrate those signals efficiently in different machines. This is a huge issue, but I think is where Orleans could help.
Grouping signals in grains we could use orleans to persist, and distribute load between machines. Orleans supports IAsyncEnumerable, so would be easy to expose IAsyncEnumerable<T> Subscribe(string query) to propagate signals computations between grains..
With this architecture I think we could just create a reasonable distributed SignalsStore. This could be huge for example to mirror IOT devices state on the cloud (One variable = 1 Signal), and to just create computed chains over there to have a fully reactive realtime system
Near complete beginner programmer here, challenging myself to make a roguelike game;
a 2-D top-down game in Unity similar to the binding of isaac, but based around customizable bullet firing patterns. I would like each item to affect at least 1 out of every 8 bullets fired on pattern, giving it a unique ability (i.e homing, explosive, elemental dmg, spreadshot etc.) with potential to layer affects atop eachother (i.e Noita) creating unique bullets. I've designed an inventory system with 8 slots (each one pertaining to a shot on a 1-8 firing round) with 8 additional slots above for layering.
...hopefully that made sense lol
Keeping in mind that I'm a beginner, what would be the best way to structure this with my scripting? I've heard some say its rule of thumb to give each item (bullet modifier) its own separate .cs script, others say it's easier to make a scriptableobject + ItemData + modular projectile effects.
If you're a c#/Unity veteran, walk me through how you would go about making this type of item/inventory system from scratch?
It would be super helpful to have an ongoing consultant figure, I would be happy to show more of my project if anyone would like to add me on discord :)