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Log from #csharp at freenode 2006-07-17
[04:15]<azyfm>all tests should be independent
[04:15]<azyfm>so write them in such a way that they are
[04:15]<gjgzr>anyway the filestream version :D would fail anyway ..
[04:15]<azyfm>the deserialization test shouldn't rely on the file from the serialization test
[04:15]<azyfm>it should create its own
[04:15]<gjgzr>how come..?
[04:15]<gjgzr>ah
[04:15]<azyfm>because then you'd have a dependency between the tests, which is what you want to avoid
[04:18]<gjgzr>ok ok. thnx! i got the idea.
[04:19]<gjgzr>(again)
[04:19]<gjgzr>:D
[05:19]<]agaj[>Hi everyone.
[05:19]<]agaj[>Can I make a program in C# with Flash components in the Windows Form and pass parameters to it?
[05:47]<cjmgrug>question : i am familiar with the using keyword and its uses(eg using System.Text;).. but this is the first time, i've encountered a using() {....} block in a sample code. What is its use ?
[05:48]<kjr>it's a special scope
[05:49]<cjmgrug>okay...
[05:50]<cjmgrug>do you mind telling briefly whats 'special' about it?
[05:51]<cj2nz>It disposes of the object right away
[05:51]<cj2nz>its better for clearing up resources and not waiting for the GC to do it
[05:51]<cjmgrug>ah interesting.
[05:51]<cjmgrug>thanks :)
[05:51]<cj2nz>so doing something like using(SqlConnection = new SqlConnection(string) { } says "Use this connection until the end of the block then destroy it"
[05:51]<cjmgrug>right
[06:00]<rgmznrs_>using (life) { getDrunk(); doSomethingStupid(); }
[06:01]<cjmgrug>anyone tried XenoCode (http://www.xenocode.com) ? Looks quite appealing to me..
[06:04]<svrvya>hello
[06:04]<svrvya>i think i want to try and use c# instead of c++
[06:04]<svrvya>im going mad using c++
[06:05]<rgmznrs_>that is a sign that you are a normal person
[06:05]<rgmznrs_>healthy
[06:05]<svrvya>heh
[06:05]<svrvya>yea, jsut wondering is c# the future of gaming?
[06:05]<rgmznrs_>what are you making?
[06:05]<rgmznrs_>no idea
[06:05]<svrvya>are there a lot of games that are programmed in c#?
[06:06]<svrvya>oh
[06:06]<svrvya>well
[06:06]<kjr>Static, that's a dumb question heh
[06:06]<svrvya>yea it is
[06:06]<svrvya>i jsut want to know basically if c# is good for game programming
[06:06]<rgmznrs_>http://www.gamedev.net/community/forums/topic.asp?topic_id=179448
[06:06]<rgmznrs_>there's an interesting discussion
[06:06]<svrvya>k
[06:07]<svrvya>what would you prefer though c++ or c#?
[06:07]<rgmznrs_>C# :)
[06:08]<svrvya>k
[06:08]<zgzzcygnv>yes
[06:08]<svrvya>i wonder if microsoft write their games in c#, since it is there langauge
[06:08]<kjr>AOE3
[06:09]<kjr>is at least partially written in C#
[06:09]<cjmgrug>i thought c# was too 'slow' for any realtime code..
[06:09]<svrvya>oh
[06:09]<svrvya>guess not
[06:09]<svrvya>a lot of people are game progrmaming with it, and on devmaster there are a lot of c# game engines
[06:14]<jlvydus>http://www.vertigosoftware.com/Quake2.htm <- managed quake 2
[06:18]<kjr>Static, oh, I misread your question earlier... I thought you asked if C# was the future of programming
[06:18]<kjr>not gaming
[06:18]<kjr>that's what I get for being on the phone...
[06:20]<zgzzcygnv>hi kog
[06:20]<zgzzcygnv>CodeRun - thats a common misconception
[06:20]<kjr>sup AnarkiNet
[06:20]<cjmgrug>us managed C++ faster than managed c# ?
[06:20]<cjmgrug>is*
[06:20]<zgzzcygnv>no
[06:21]<zgzzcygnv>they both compile down to the same bytecode
[06:21]<svrvya>kog: so c# is NOT the future of game programming?
[06:21]<kjr>Static, who knows
[06:21]<zgzzcygnv>Static, i think it is
[06:21]<svrvya>i mean--in the colleges and institutions comptuer science courses they are teaching c#, and not c++
[06:21]<kjr>Static, in some places anyway
[06:22]<zgzzcygnv>.NET based games are more portable than C++ ones
[06:22]<kjr>AnarkiNet, that's incorrect
[06:22]<vufvuzn>Static: eh - the languages taught in a CS degree are (or at least should be) irrelevent
[06:22]<svrvya>do microsoft program their games in c#? it is their langauge
[06:22]<kjr>Static, AOE3
[06:22]<vufvuzn>they are/may be portable in a different sense
[06:22]<svrvya>is that it?
[06:22]<vufvuzn>.NET games are ideally binary portable across any (Microsoft) OS
[06:22]<kjr>"is that it?" uh, how many games have they released in the last business quarter...
[06:22]<svrvya>i think im gonna go with c#, since its created by microsoft
[06:23]<zgzzcygnv>AOE3 is like the only game i know of ms has released in the last like year or two
[06:23]<kjr>Static, actually, it wasn't created by MS
[06:23]<svrvya>anything micrsft creates is nice anywya
[06:23]<svrvya>o....
[06:23]<svrvya>k
[06:23]<kjr>Static, they purchased the idea heh
[06:23]<zgzzcygnv>C# is an ECMA standard
[06:23]<kjr>from Borland ;)
[06:23]<kjr>well, .NET anyway
[06:23]<svrvya>well what do you guys use c# for?
[06:23]<kjr>about the same time they acquired Anders
[06:23]<cjmgrug>when i first came to C# zones on IRC, 'they' all told me that c# is for builing 'calm' apps but not something like a memory and cpu intensive 3d game which requires screaming cpu cycles..
[06:24]<kjr>CodeRun, anyone that uses the word 'calm' in application development is obviously foolish
[06:24]<svrvya>lol
[06:24]<kjr>CodeRun, it's a well known fact that programs are into bondage
[06:24]<kjr>anywho... there's a managed DirectX that is supposed to be nice
[06:25]<kjr>I played one of the proof of concept games for it... couldn't tell it was written in .NET - other than the dependency
[06:25]<svrvya>microsoft hasa progrmaming llangauge, its bound to be asuccess
[06:25]<zgzzcygnv>the platform/framework doesn't have as much to do with the speed of the program as the developer's ability with problem solving







