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[xenoprimate] • home / blog • • about • • subscribe • • cv / resume • -- software engineering game design view all tags answering "what great .net developers ought to know" - everyone who writes code software engineering • tuesday 4th july 2017 .net c# 12 years ago in 2005, scott hanselman published an article on his blog entitled "what great .net developers ought to know". for fun, i've decided to answer the first four sections (one per post). answer: threads run 'inside' processes and all share the process's memory. processes are 'containers' for threads and represent applications/executables as a whole.... postmortems - clearly too slow software engineering • wednesday 24th may 2017 performance c# in my game engine, the following code was called once every frame for every material in the game. we had an average of about 500 materials in most scenes; so on a high-end machine this one function was being called about 100,000 times a second . c# can definitely handle it (ask any high-scale web developer), but as you can imagine the method had to be fast (especially as we wanted to support average-to-low-end desktops):... common multithreading mistakes in c# - iv: everything else software engineering • sunday 23rd april 2017 multithreading performance c# in this series, i'm going to be elucidating some common errors c# programmers make when working with multithreaded systems. i'll be exploring issues from a lower-level point-of-view, and not dabbling too much in higher-level abstractions and libraries (such as the tpl and similar); hopefully the points raised will be pertinent to anyone hoping to write concurrent or parallelized applications.... balance in overwatch: a critique game design • saturday 21st january 2017 overwatch competitive multiplayer it's been about 9 months since overwatch (blizzard's fps-cum-moba) was released, and i feel like it's been a long enough time now that we can start to make serious critiques on the balance of the game, especially in a competitive setting. i'm not going to be talking especially about any particular "level" of competitive play, and though i did finally get to grandmaster rank at the beginning of season 3 i think the points i'll be making below are more or less universally applicable.... common multithreading mistakes in c# - i: incorrect granularity software engineering • sunday 3rd july 2016 multithreading performance c# in this series, i'm going to be elucidating some common errors c# programmers make when working with multithreaded systems. i'll be exploring issues from a lower-level point-of-view, and not dabbling too much in higher-level abstractions and libraries (such as the tpl and similar); hopefully the points raised will be pertinent to anyone hoping to write concurrent or parallelized applications.... three garbage examples software engineering • friday 8th april 2016 .net performance c# c# (and any language that runs on the clr) is a garbage-collected language, meaning that objects that have no references to them remaining will have their memory reclaimed at some point in the future. creating too much garbage (by creating too many ephemeral objects or over-using the new keyword) can induce the garbage-collector too frequently, slowing down the entire application.... p/invoke tips software engineering • monday 18th january 2016 native interop .net performance c# not very many c# programmers will ever need to do much with p/invoke (microsoft's technology for interoperation with legacy or native codebases), but for those of us who do, i've amassed a few little tips that aren't always included in the various tutorials found on the 'net.... postmortems - tale of two casts software engineering • thursday 1st june 2017 .net c# about a year ago i came across a bug that took me a while to get to the bottom of. look at the following code and see if you can predict the output:... postmortems - absolutely wrong software engineering • wednesday 10th may 2017 c# when handling input for xbox controllers in escape lizards, i had to tilt the level/environment according to the direction the left analog stick was being held. the left-analog stick's position is returned via the xinput api as two 16-bit signed integers ( short s), one for each axis ( x and y ).... common multithreading mistakes in c# - iii: unsafe assumptions software engineering • saturday 11th february 2017 multithreading performance c# in this series, i'm going to be elucidating some common errors c# programmers make when working with multithreaded systems. i'll be exploring issues from a lower-level point-of-view, and not dabbling too much in higher-level abstractions and libraries (such as the tpl and similar); hopefully the points raised will be pertinent to anyone hoping to write concurrent or parallelized applications.... common multithreading mistakes in c# - ii: unnecessary contention software engineering • friday 14th october 2016 multithreading performance c# in this series, i'm going to be elucidating some common errors c# programmers make when working with multithreaded systems. i'll be exploring issues from a lower-level point-of-view, and not dabbling too much in higher-level abstractions and libraries (such as the tpl and similar); hopefully the points raised will be pertinent to anyone hoping to write concurrent or parallelized applications.... fun with __makeref software engineering • friday 13th may 2016 performance c# c#'s list of keywords is ever-growing, but there is also a set of four hidden (dark) keywords that have been in the language since its earliest days that not so many people are aware of. those keywords are: today we'll be looking at __makeref and its two companion keywords __reftype and __refvalue . we won't be looking at __arglist today.... simulating multiple inheritance in c# software engineering • sunday 21st february 2016 oop / api design c# before i begin, i need to point out that this post is lengthy, and is written as a kind of "journey through examples". this is for those who want to understand the reasoning behind the eventual final implementation and perhaps learn about c# along the way. if you, like me, prefer to jump straight to some source code, you can skip to the final implementation first (use the table-of-contents on the right), and perhaps come back after. :)... © ben bowen 2016 to $current_year • about • subscribe

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