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A History of .NET Runtimes

mattwarren.org

101–102 of 102 posts

Re: A History of .NET Runtimes

#101

Back in 2008/9 I was a co-founder at a company (Red Five Labs) that created a .NET Compact Framework runtime for Symbian OS (featured on most Nokia & Samsung smartphones at the time). We got to a .NET CF 2.0 level of compatibility. It was a venture-backed startup out of Johannesburg, South Africa. Although we wrote the runtime ourselves, we made extensive use of some of the mono libraries until we were able to rewrit…

What happens to that code once the company disappears?

Unfortunately it went with it. There were some superficial talks about it winding up in the Symbian Foundation, but those didn’t materialize.

And yes, it probably points to a major problem with a small company developing critical framework or tool components when the codebase isn’t participating in an open source license.

There were many mistakes made along the way, in retrospect.

Re: A History of .NET Runtimes

#102
post #97
post #91

Earlier quoted context omitted.

Given that Unity uses different conventions for property names and magical function names with reflection for events, that is a dialect to me, as it is not how C# is used by regular developers. Actually there are occasional questions on C# forums caused by people learning C# via Unity and then facing issues when using pure .NET. Then there is the new HPC# for the new ECS and Job systems, which subsets C#. As for Mono…

That's just coding style, which by itself is not a new dialect. Yes a bunch of APIs in Unity use different naming conventions from the rest of .NET world, but the language is the same. The new HPC#/Burst indeed are subsets of C#, but that's a very recent development, and completely unrelated to "Unity had to make their own C# dialect to avoid Novell/Xamarin licensing issues". > As for Mono being already in 1.0, OS X…

My remark had to do more with being stuck in a v3.5 world, thus making Unity devs live in an universe quite different than what everyone else is using in terms of APIs and language features, on top of Unity specific behaviors like those magical methods called by the component framework.
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