Alternatives to Enums - Part 1: Strongly Typed Strings

    Alternatives to Enums - Part 1: Strongly Typed Strings

    Mar 10, 2025
    Categories: C#

    Enums in C# lack extensibility, making them difficult to expand in libraries. Strongly typed strings offer a flexible alternative, allowing new values without breaking existing code while improving readability and maintainability.

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    Improving .NET Performance: Allocating Small Objects on the Stack in .NET 9 and Beyond

    Improving .NET Performance: Allocating Small Objects on the Stack in .NET 9 and Beyond

    Mar 4, 2025
    Categories: C#

    A view of the new performance gains in .NET 9, where objects of boxed value types, can be allocated on the stack, reducing GC workload and improving execution speed.

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    Beyond MonoBehaviour: Running Code in Unity's Game Loop Using Non-MonoBehaviour C# Classes

    Beyond MonoBehaviour: Running Code in Unity's Game Loop Using Non-MonoBehaviour C# Classes

    Feb 24, 2025
    Categories: Unity

    Three ways to run code in Unity's game loop from non-MonoBehaviour C# classes, including early and late fixed updates, a singleton manager, and Unity's new Awaitable feature.

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    Controlling Nested Class Instantiation in C#

    Controlling Nested Class Instantiation in C#

    Feb 17, 2025
    Categories: C#

    Restrict nested class instantiation within your assembly. C# solutions using delegates, factories, and static abstract members.

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    How to Ask Programming Questions: The Importance of Defining Data Over Code

    How to Ask Programming Questions: The Importance of Defining Data Over Code

    Feb 10, 2025
    Categories: General

    The importance of data over code when asking programming questions and solving problems. How a well-formed question should always start and end with a clear definition of the data, rather than focusing solely on code implementation

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    Data Driven Code Design

    Data Driven Code Design

    Feb 3, 2025
    Categories: C#, Architecture

    How to think in terms of data when designing a system. The importance of designing systems where impossible states are impossible to represent by using a single source of truth instead of multiple state variables

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