Hi Quentin,

Actually, you can create cross-platform ports of your games using C#
because it is largely cross-platform. I know for sure Mac OS and Linux
have an open source .Net Framework called Mono that can run a number
of Windows apps written in C# 2.0 and 3.0.I've even written several
apps for Linux using Monodevelop, an open source IDE similar to Visual
C# 2008,  and using GTK-Sharp to create GUI apps for the Gnome desktop
and that are completely compatible with the Orca screen reader.There
is also a .Net wrapper for SDL called SdlDotNet for Windows, Mac, and
Linux meaning porting games to those platforms are possible using SDL
and the Mono Framework. Although, SdlDotNet is no better than PyGame
or any other SDL based game API, but is an option for certain
cross-platform games.

Not only that but Microsoft has several official versions of the .Net
Framework for XP, Vista, Windows 7, and Windows Server as well. There
is even an official Microsoft .Net Framework for Windows Mobile
devices which makes creating apps for smart phones and other devices
that use Windows Mobile a fairly painless process. So if you are
concerned about cross-platform development C# is fairly cross-platform
compatible these days. I can't tell you it is fully accessible on
Mac---as I have never tested it myself---but I've had excellent
success developing apps for Windows and Linux using C#.

As far as game APIs goes there are several available for C# .Net.
First, there is SlimDX which is an open source .Net wrapper for
DirectX. Its very stable, a lot simpler to work with than the native
C/C++ libraries, and has replaced Managed DirectX for .Net game
developers. Second, there is SdlDotNet---mentioned above--which is a
.Net wrapper for SDL for cross-platform .Net game development. Third,
there is a .Net version of SFML which I believe is also
cross-platform, and is a wrapper for the open source SFML API for Mac,
Linux, and Windows. In addition, to those any API that uses Windows
COM such as FMOD Ex, Jaws, SAPI, Window-Eyes, etc  can be used as
well. Obviously the strongest support is for Windows APIs and
technologies, but C# is rapidly becoming the Java of the future as
there are both commercial and open source developers writing new APIs
and libraries for the language all the time.

Finally, as far as the C# language its very similar to Java in a lot
of ways. The sintax is similar since both use a C-Style syntax, but
you will also notice that the .Net Framework has a lot of namespaces,
classes, and methods fairly similar to Java. For instance, to write a
line to the console do something like
System.Console.WriteLine (0, "Hello World!");
and to get a line of text from the console
String cmd = System.Console.ReadLine ();
which as you can see is fairly similar to Java in naming and
convention. Its one of the big reasons why I began using C# as its
easy to learn, is similar enough to Java that your past experience
largely carries over, and .Net is now a core part of Windows Vista and
Windows 7. Even better yet System.Windows.Forms.dll  is a .Net wrapper
for the Windows API which means screen readers have no troubles with
the standard GUI controls etc, and you don't have to worry about
things like the Java Access Bridge as C# apps are very accessible on
Windows and can be made so on Linux by using GTK-Sharp.

As far as your screen reader API goes you don't need it. You can
rewrite it in C#, creat a COM wrapper for SAPI, Jaws, Window-Eyes,
SuperNova, etc and it will work fine.In order to make your existing
Speech API for C# .Net you will have to rewrite it in Managed C++ code
anyway and i don't see the point of using Managed C++ when you can
just do the same thing in C# saving yourself the grief of using two
different .Net languages.


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