Unity, C# and assemblies

It is possible to call native code from Unity (e.g. on iOS), but it might be slow.

http://docs.unity3d.com/Documentation/Manual/PluginsForIOS.html

http://docs.unity3d.com/Documentation/Manual/Plugins.html

Unity is currently using a version of Mono at something equivalent to .NET 3.5.

Here’s a list of Unity tutorials: http://answers.unity3d.com/questions/12321/how-can-i-start-learning-unity-fast-list-of-tutori.html

Here’s another one: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial

And here’s more: http://catlikecoding.com/unity/tutorials/

Unity networking: http://docs.unity3d.com/Documentation/Components/NetworkReferenceGuide.html and http://docs.unity3d.com/Documentation/Manual/NetworkedMultiplayer.html

Here’s a blog aggregator about Mono: http://go-mono.com/monologue/

This is the main Mono page: http://www.mono-project.com

Wikipedia on Mono: http://en.wikipedia.org/wiki/Mono_(software)

Xamarin is now the Mono developer: http://xamarin.com/

Care with marshalling in Unity/Mono and iOS: http://www.snowbolt.com/index.php/blog/28-tech/91-pinvoke

WiTap, socket example on iOS: http://developer.apple.com/library/ios/#samplecode/WiTap/Introduction/Intro.html

Network stream programming on Cocoa: http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/Streams/Streams.html#//apple_ref/doc/uid/10000188-SW1

 

Why Powershell?

According to an anonymous Microsoft developer, politics and Google.

These junior developers also have a tendency to make improvements to the system by implementing brand-new features instead of improving old ones. Look at recent Microsoft releases: we don’t fix old features, but accrete new ones. New features help much more at review time than improvements to old ones.

(That’s literally the explanation for PowerShell. Many of us wanted to improve cmd.exe, but couldn’t.)

From http://blog.zorinaq.com/?e=74