Where did the ExportFactory<T> from desktop MEF go? - mef

I can't find it!?

ExportFactory<T> is not part of MEF for the desktop (yet - as of now, it's only released for Silverlight). It looks like it will be included in MEF 2.
In the meantime, Glenn Block posted a version of the Composition.Initialization assembly ported to MEF for desktop development, and placed it on his SkyDrive. Alternatively, you can use the Preview 1 release of MEF2, which includes this.

Related

Can F# be used with Unity (game engine)?

I'm getting into Unity, and wondering if I can use F# instead of C#, simply because I prefer the syntax. I'm guessing not, since the environment it runs on is very different, but maybe there's something that will cross-compile code or something else I'm not thinking of.
I can't help but get the impression that the other answers were written by people who do not really know what they are talking about.
This is what you need to do to use F# in a Unity project:
Create an F# project that compiles into a dll. Have it build into the assets folder of a Unity project.
Add references to UnityEngine.dll and/or UnityEditor.dll. Change the reference properties so the dlls aren't copied to the build folder.
Of course you can't create new F# classes from within the Unity editor this way, but you can assign the ones you wrote in F#.
Currently you need to enable the (experimental) support for .NET-version 4.5. Alternatively you can download an older version of the FSharp.Core.dll that supports .NET 3.5. (see here).
I can't guarantee that you won't run into trouble because of compatibility issues with the FSharp.Core.dll, but that's just a guess since I haven't tested it myself.
I had success doing this sometime back by following this Github project: https://github.com/eriksvedang/FSharp-Unity, which I believe is roughly the same as Lars Kokemohr's answer above. I haven't tested it in more recent versions of Unity/Mono however.
Yes you can use F# as first class language as C# in unity.
Here is an article about it link
an excellent blog for One who want to use F# in unity
if you want to use F# as second class which I recommend.
let me show how to do it.
Usually what I do is to create Game Domain in F# in .net standard
2.0 library project build it.
Make unity API Compatibility level .net standard 2.0 then
Import library project dll in asset/plugins in Unity
Here is an explanation on how to do it automatically after each build : link
You will get this error, here is the solution
Having said that I recommend not to do any serious work in unity with F# because you won't be able to cross compile to other platforms.
Unity uses IL2cpp and it don't work with F#.
In simple words unity don't support F# and if you are having issues like bugs in Il2cpp unity will not fix it because they don't support F#
There is no easy way to do this but if you REALLY want to make it happen I believe you could use something like fs2cs:
https://github.com/hsharpsoftware/fs2cs
In theory you could write a script that calls fs2cs on all of your Unity C# files. Integrating this with Unity itself would be the more challenging part, but in theory you can trigger fs2cs transpilation on save of your file and Unity can use the transpiled C# file.
Only Boo, C#, and UnityScript are officially supported!

How do I create a Nuget for my Xamarin Forms Project?

I have written a package for Xamarin Forms Portable + Android + iOS. MOST of the code is in the portable class. One renderer (for an "HtmlLabel") requires platform specific code in Android and iOS. The package requires a somewhat long list of Nugets as dependencies. Some of these Nugets require minimal platform specific code to, for example, initialize.
I have been searching everywhere for a straightforward tutorial on how to turn my code into a Nuget. I'd like to be able to do this for my own projects as well as to share it with the universe.
Resources:
This, this, this, this, this.
The James Montemagno stuff is nice, but isn't exactly what I need because it seems to skip steps.
Any help?

Is it possible to navigate to assemblies definitions inside Visual Studio Code

I'm using VS Code several days as MonoDevelop replacement in Unity3D on Mac OS. I installed mono via homebrew as suggested to let VS Code to parse system assemblies. Everything works almost great, but I can't navigate definitions that are not part of my code. For example I can't go to definition of System.String or UnityEngine.Vector3 to see methods signatures. MonoDevelop has Assembly browser but I miss it in VS Code. Does anybody know if VS Code has such feature? Maybe I need to setup something for that?
PS: I've posted feature request. If you're interested in this feature vote for it, please.
https://visualstudio.uservoice.com/forums/293070-visual-studio-code/suggestions/14698887-implement-net-assembly-browser
It seems VS Code now can do that with the new extension ms-vscode for C# support. Previously it was recommended to use Legacy C# Support for Unity3D. I don't know exactly if this recommendation is still valid, but I tried to uninstall legacy and to install normal one. After some background work OmniSharp parsed my files and now it can open classes from assemblies! Look at this picture, it has open AnimationCurve class as [metadata]!
I'm trying it with Unity3D 5.5.0b2 beta now, so I'm not sure if this will work with production release of Unity3D. By the way I also removed VSCode plugin from dotBunny out of project as Unity3D 5.5 supports Visual Studio Code self.

Where should I put C# dll in Metro Style Appc#

I am trying to import dll from Metro Style App.
But I don't know where should I put dll. Please reply to me.
You can only reference DLLs built against WinRT. Typically these can be added via nuget, or alternatively added as a project, and using a project reference. Using other approaches is likely to fail certification, and not allow you to distribute your app to the general public.

CSS parsing libraries for iPhone

I'm looking for some static library or open source project (in obj-c, released under some permissive license) to parse CSS in iPhone. Any recommendations?
OK, I found good library for parsing CSS - libCSS from the NetSurf web browser project. Released under MIT license, can be used without problems for commercial iPhone applications distributed via the AppStore.
It requires some code for the programmer to write (e.g. you need to provide your own DOM hierarchy handlers), and there are no examples available... but people from the NetSurf dev mailing lists are very helpful. In case of problems you can search the list for my questions.
libCSS
NetSurf dev mailing list
I would recommend htmlcxx. It's pretty actively maintained, written in C++ and you can use it to parse HTML and CSS.
Of course, since it's written in C++, you can use it in your iPhone application with no problems at all.
I've taken this project and made it easy to add to your iOS or OSX projects. Clone my github project and add the html (and or css) folder to your project. There is an Xcode project too - so you can build and run the simple test provided by the original authors