Posts belonging to Category C#

Even more on the generic plugin manager

I’ve written previously about writing your own generic plugin manager/framework.
I believe that this is a worthwhile exercise for the beginning programmer, because it firstly teaches you a lot about reflection, and secondly teaches you the advantages that proper use of interfaces can bring to your code. Thirdly it can also teach you to think about [...]

More on the generic plugin manager

Update:
I’ve written some more about what I’ve learned whilst working on my plugin manager here: http://temporalcohesion.co.uk/2010/03/17/even-more-on-the-generic-plugin-manager/
A few months ago I wrote about writing a generic plugin loader/manager in C#, where I offered links to several articles and referenced a rather excellent book about C# which I had used to base my plugin loader on. I [...]

A psake build script example

I have recently started using psake to do some build automation at work, and I’ve found that there is not a great deal of information about how to write a build script using psake available on the internet. It isn’t all that amazingly difficult if truth be told, however there are a couple of ‘gotchas’, [...]

Adding logging to an application

Nearly every application I have ever used has produced some sort of log output, usually to record details of exactly what the application was doing when an error was encountered. To be perfectly truthful, it is not something that I have ever really given very much consideration to in either my own or work applications, [...]

Writing a generic plugin manager in C#

Update:
I have written another post on this subject with some code examples here: http://temporalcohesion.co.uk/2009/11/02/more-on-the-generic-plugin-manager/
Update 2:
There is another follow on post here: http://temporalcohesion.co.uk/2010/03/17/even-more-on-the-generic-plugin-manager/ where I talk about what I’ve learned.
One of my current long term hobby project is a map/world editor that I’m writing for Andy’s (work in progress) game engine. It is still [...]