I don't really work on the in-house games much. Most of my work is contract UnrealEngine3 development and work on our nFringe series of Visual Studio tools. :) Naturally ANTLR is a core part of the latter.
I assume you are referring specifically to the update process for supporting filter-mode tree parsers? The CSharp3 runtime does not use LINQ. There are two different kinds of changes you'd have to undo: .NET 3.5 feature usage, and C# 3.0 language feature usage. I do use lambda functions (C# 3) and the System.Func/System.Action delegates (.NET 3.5) to implement TreeWizard, but you can replace those with your own delegates. I use HashSet<T> (.NET 3.5) for CommonTokenStream._discardSet. For backing out to target .NET 1.1, you'd also have to undo heavy usage of System.Collections.Generic. I can help isolate the relevant changes the week after next (I'm going to Seattle all next week). Sam -----Original Message----- From: Johannes Luber [mailto:[email protected]] Sent: Friday, March 06, 2009 4:39 PM To: Terence Parr Cc: Sam Harwell; [email protected] Subject: Re: [antlr-dev] Source control for C# ports I believe he has a day job. I've looked on the pixelminegames.com website myself and do wonder on which game he is working on. :) Back to ANTLR: Sam, would you say that it is easier to use your work to replace the current CSharp runtime files than to port Ter's Java files? Generics can be easily undone and I'm sure that I can replace LINQ queries, too. Johannes _______________________________________________ antlr-dev mailing list [email protected] http://www.antlr.org/mailman/listinfo/antlr-dev
