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visits member for 1 year, 6 months
seen Apr 11 at 19:28

Technical and creative videogame developer, musician, composer and producer. Interested in both commercial and fine art -- especially interactive art-forms -- from both applied and academic perspectives

http://www.linkedin.com/profile/view?id=1432125&trk=tab_pro


Sep
24
awarded  Autobiographer
Apr
25
awarded  Editor
Apr
25
revised DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
Corrected mistaken description of boxing per Andrew's correct comment
Apr
25
comment DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
@Andrew: good catch, I misunderstood C#'s boxing/unboxing mechanism. Updated the question to reflect your correction.
Apr
25
comment DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
@Sean: What do you mean by "if I need it for something"? (Every byte written to every successfully delivered packet will be read, if that helps clarify)
Apr
25
comment DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
@Philipp: The question was originally posed on stackoverflow with the "no additional bandwidth" requirement omitted -- some programmers gave me some good solutions that all seemed to increase bandwidth, so I thought gamedev might be more performance-conscious.
Apr
25
awarded  Student
Apr
24
comment DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
Are long questions automatically bad? I think I expressed all the relevant information pretty concisely -- how else could I get the problem across concretely?
Apr
24
asked DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?