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GeneralRe: Reflection - practical application Pin
devvvy27-Nov-08 2:18
devvvy27-Nov-08 2:18 
GeneralRe: Reflection - practical application Pin
Simon P Stevens27-Nov-08 2:47
Simon P Stevens27-Nov-08 2:47 
AnswerRe: Reflection - practical application Pin
Eddy Vluggen27-Nov-08 2:48
professionalEddy Vluggen27-Nov-08 2:48 
GeneralRe: Reflection - practical application Pin
devvvy27-Nov-08 4:34
devvvy27-Nov-08 4:34 
GeneralRe: Reflection - practical application Pin
Thomas Weller27-Nov-08 4:47
Thomas Weller27-Nov-08 4:47 
AnswerRe: Reflection - practical application Pin
Eddy Vluggen27-Nov-08 4:57
professionalEddy Vluggen27-Nov-08 4:57 
GeneralRe: Reflection - practical application Pin
devvvy27-Nov-08 5:01
devvvy27-Nov-08 5:01 
AnswerRe: Reflection - practical application Pin
Mark Churchill27-Nov-08 13:11
Mark Churchill27-Nov-08 13:11 
Both Entanglar and Diamond Binding use reflection pretty extensively.

For Diamond Binding a class is decorated with attributes that describe what fields in a database map to what properties, so the runtime can automagically query and populate instances of the class. This avoids reams of maintainable code-gen (and allows much more flexible query strategies). Reflection is also used to "stuff" values from the database back into the class.

Entanglar uses attributes to describe which properties and methods on a game object should be "network aware", and how much inertial error is introduced when they change. The core uses this to hook up interception to notify the network subsystem about changing properties and method calls that need to replicated to remote simulations. The remote simulation uses reflection to invoke these methods/properties when the message arrives, and to create simulated entities when they are created on another peer.

The renderer I'm working on for Entanglar uses attributes to describe what type is responsible for providing the "view", and for a simple renderer, descriptions of what parts make up the visual appearance of the entity (mesh/texture/hlsl effect, etc). Also attributes can be put on game entity properties to bind these to effect file parameters (so if you have a shield effect, you could bind the intensity back to the game entity).

So loads of usages in "framework" style scenarios.


GeneralRe: Reflection - practical application Pin
devvvy28-Nov-08 4:37
devvvy28-Nov-08 4:37 
QuestionNeed Project Post script Editor Pin
maliafzal27-Nov-08 0:55
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Ashfield27-Nov-08 1:19
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AnswerRe: Need Project Post script Editor Pin
leppie27-Nov-08 1:35
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QuestionContextSwitchDeadlock Pin
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Simon P Stevens27-Nov-08 0:42
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QuestionNeed help Marshaling in C# Pin
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leppie27-Nov-08 0:48
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GeneralRe: Need help Marshaling in C# Pin
Tunçay Şanlı1-Dec-08 0:20
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GeneralRe: Need help Marshaling in C# Pin
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Question.net remoting Pin
krinaljariwala26-Nov-08 23:39
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Pedram Behroozi27-Nov-08 1:32
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GeneralRe: .net remoting Pin
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GeneralRe: .net remoting Pin
Pedram Behroozi27-Nov-08 2:08
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GeneralRe: .net remoting Pin
krinaljariwala27-Nov-08 2:10
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AnswerRe: .net remoting Pin
Harvey Saayman27-Nov-08 1:49
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QuestionHow to dynamically create a form in c# Pin
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