Archive for category AS3

Unity App Structure from a Flash Perspective

Unity apps are structured very strangely. They’re a lot different than Flash or standalone apps and definitely take some time to get used to. Today’s article is an introduction to how a Unity app’s code is structured from the perspective of a Flash developer. It should give a basic understanding of where your code goes and how the basic architecture of a Unity app looks.

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From AS3 to C#, Part 23: Conclusion

Today’s article wraps up the series with some closing thoughts comparing and contrasting AS3 and C#.

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From AS3 to C#, Part 22: Multi-Threading and Miscellany

Today’s article is the final installment in the series before we wrap things up next week. We’ll talk about C#’s built-in support for multi-threading and cover some odds and ends that were missed in the previous articles.

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From AS3 to C#, Part 21: Unsafe Code

The series is nearing an end! In today’s article we’ll cover so-called “unsafe” code that gives you unprecedented access to system memory. You can use this to optimize your app or integrate with native (e.g. C, C++) code and APIs. Read on to learn more about this powerful C# tool!

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From AS3 to C#, Part 20: Preprocessor Directives

Today’s article continues the series by looking at C#’s preprocessor support, which is like an expanded version of AS3’s compile-time constants and conditional compilation. Read on to learn about all the strange (and powerful) #something lines you can put in your code.

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From AS3 to C#, Part 19: SQL-Style Queries With LINQ

The series continues today by looking at C#’s SQL-style queries called LINQ. These don’t run on a database, but rather query in-memory objects like arrays. Read on to learn about this powerful tool for writing extremely concise, readable code.

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From AS3 to C#, Part 18: Resource Allocation and Cleanup

Today we continue the series by looking at how resources—primarily memory—are acquired and cleaned up in C#. We’ll go way beyond the new operator and discuss advanced features like finalizers and using blocks that can make releasing resources much less prone to errors. Read on to learn!

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From AS3 to C#, Part 17: Conditionals, Exceptions, and Iterators

Continuing the series on C# syntax, today we’ll look at the differences an AS3 programmer can expect to encounter when using conditionals (if/else, switch/case/break/goto) and exceptions (try/catch/finally/throw). We’ll also look at iterators, an all-new category for AS3 programmers that empowers us to both iterate however we want and to write coroutines, a kind of lightweight pseudo-thread.

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From AS3 to C#, Part 16: Lambdas and Delegates

Two of C#’s really interesting features are technically operators, but didn’t fit in last week’s article. These are both ways to create anonymous functions: lambdas and delegates. AS3 has anonymous functions too, but today’s article will discuss how they differ from the C# approaches. Read on to learn how to harness the power of anonymous functions in C#.

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From AS3 to C#, Part 15: Loops, Casts, and Operators

As with types and variables, there is a lot of subtlety in the differences between AS3 and C# when it comes to loops, casts, and operators. As core parts of the language, it’s important that we know all the little details of our most fundamental tools. Read on to learn what they have in common, what new operators C# offers, and what operators C# doesn’t have.

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