Extension support for .Net Core application

There are various reasons why one would want to support plugins or extensions for an application. It allows third party to extend application, one can isolate development of parts of the application, and pick what to load at runtime. Whatever the motivation, this means loading .dll’s after the application has started, finding interfaces of interest and registering the… Read More »

.Net Core Console Application IoC

The default setup for .Net Core MVC application is to use IoC. You get a Startup.cs file created that contains boilerplate code for IoC. If you want to use the builtin IoC with .Net Core you have to write it yourself. Luckily the HostBuilder makes this easy. You need to add nuget packages: Install-Package Microsoft.Extensions.Hosting Install-Package Microsoft.Extensions.DependencyInjection Install-Package… Read More »

Benchmarking dynamic method invocation in .Net

Benchmarking method execution through interface, base class, virtual, override, dynamic, reflection and expression trees. In .Net there are many ways to execute a method. The fastest being the straight forward call to a static method. But how does its speed compare to other methods? There are countless reasons why we sometimes can’t just make a direct call. We… Read More »

Code sharing between VS and Unity 3D

In my previous blog post I covered how I usually set up new .Net projects. The post covered both naming convention, .Net Standard and .Net Core. In this post I will show a four ways you can share code between .Net projects and Unity 3D projects. There are several good reasons why you would like to do this.… Read More »

Setting up new .Net projects

Intro I have been a developer for somewhere around 30 years now. In my time I have created a few thousand projects of varying sizes, and for every new iteration I try to improve slightly on my previous. I also see a lot of code from others, and most what I see don’t seem care much about project… Read More »

sizeof() vs Marshal.SizeOf()

To get the size of a data type in .Net you can use sizeof()  or Marshal.SizeOf() . I’ll briefly explain the difference between the two. sizeof() sizeof()  (MSDN) can only be used on data types that have a known size at compile-time. It is compiled as a constant. If you attempt to use it on invalid data types you… Read More »

Cost of method wrapper

Introduction What happens if a method is just a wrapper for another method? Is the extra jump optimized away by compiler? Does it take much time? I thought I’d look into this and measure a bit. With the different compilers, Jits and runtimes I thought it would be fun to see what happens. I’ll use a == operator… Read More »

Speeding up Unitys Vector in lists/dictionaries

Introduction With this post I am digging into some performance improvements for Unity 3D’s Vector2, Vector3, Vector4 and Quaternion. The short version is that they really need IEquatable<T>  and can benefit from a better GetHashCode() . I’m demonstrating this with example of how it severely decreased performance in my project. Adding IEquatable<T> has no side-effects, if is actually best… Read More »