One of EDG developers prototyped his idea, and brought it to WG21 when it seemed reflection as originally thought for C++17 was never happening.
132,711 karma · joined December 12, 2010
One of EDG developers prototyped his idea, and brought it to WG21 when it seemed reflection as originally thought for C++17 was never happening.
They pay tons of money for hardware, only to use it the same way I was using those DG/UX terminals at the university.
Naturally there are no coders in other operating systems as well.
Sure if you only want to target desktop/laptop computers, you're safe.
Rootless immutable containers without shell access, or SaaS products from multiple vendors with WebAPIs as the only touch point.
Which during my degree, the lab deliverables were 100% C code.
Here, one possible book:
Data Structures, Algorithms, and Software Principles in C (1994 edition)
Example, see all the bad rep .NET and C# get from devs that only know them from Unity, full of legacy stuff and restrictions, instead of using the real product.
VB + C# with Windows Forms is not much different from old school VB.
And for the pixel positioning complaints, it is about time people learn about FlowLayoutPanel and TableLayoutPanel, they exist since .NET 2.0 (2005).
Additionally maybe we should stop complaining about its verbosity, given the amount of English based programming going on nowadays.
One of the reasons C++/CX was killed was because of this, even though UWP application developers were fine with it, apparently game devs were quite vocal against it, even though they love their compiler extensions in other platforms.
Steam Machine also has the issue that they don't have any significant number of native games, they are dependent on Windows gaming ecosystem as source.
The big difference is the hardware evolution, now the rooms are full of server racks with sliding pizza boxes, and the terminals are prettier.
Stadia had other issues beyond fast Internet, like asking a community focused on Windows/DirectX to add support for the Stadia/Vulkan stack.
At the last Stadia developers conference, a few months before it was killed, one of the talks was about doing something like Proton for Stadia.
EDIT: Here is the talk,
"How to write a Windows emulator from scratch"
The startup I joined in 1999 had its own application server loosely based on AOLServer architecture.
We had Apache + mod_tcl, IIS with our own ISAPI extension, then in box connections for all major RDMS across all key UNIXes and Windows NT/2000.
Some left to join companies doing Vignette projects, others eventually created OutSystems redoing the same ideas, but with the newly released .NET.
However it was also a lesson in performance issues, and the constant pressure to rewrite Tcl code into C extensions.
They have their own in-house fork of modern .NET, integrated into RE:Engine.
https://en.wikipedia.org/wiki/Arena_Wars
C# being closer to C++, and .NET having direct support for C++ helped quite a bit regarding adoption among game studios.
Unity started on Mac, and they only adopted .NET when doing the cross platform rewrite.
I also don't remember if there wasn't some Mono advocacy at the time, as they became customers in the process.
Ironically Mono/Xamarin is almost gone from official .NET, all these years after the acquisition, with every modern .NET release, another bit falls off.
We are already on the phase that CoreCLR might take the remaining bits.