Hi Gluber, On Mon, Dec 15, 2008 at 6:48 PM, Gluber <[email protected]> wrote:
> > Hi there ! > > After the recent superb talk by miguel at PDC about Mono/AOT and the > (secret) work they have done on certain Game Console Platforms i decided to > prototype a fully Managed Game Engine. ( At my day job we do this kind in > native C++ of course ) > > I am now thinking about the features of the .NET platform i can actually > use > to make sure I support full Mono AOT for possible console compilation > lateron. > > Forbidden for sure: > > * Dynamic Code Generation > ( Reflection.Emit, CSharp CodeDOM Compiler, XmlSerializer, WCF Proxies, AOP > etc.. all ) > * Expression Trees that are executed ( since Expression.Compile generates > code at runtime of course ) > * Some Advanced class library parst ( WCF,WPF, etc don't make sense for a > console game anyhow ) > * No dynamic (file based ) loading of assemblies > You can dynamically load other full-AOT'd assemblies without problem. Other things that currently don't work under full AOT are app domains and transparent proxies. > Questionable areas: > > * Reflection ( especially calling methods via MethodInfo etc ) > > Could anyone confirm or deny my suspicions ? > AFAIK dynamic invoke doesn't work under full-aot, but better ask Zoltan about that. You can always You can partially workaround this by using delegates. You cannot safely use Type:MakeGenericType and MethodInfo:MakeGenericMethod as the new instances might require inflated code not aot'ed. > It would also be interesting to know how the garbage collector works in > full > AOT mode.. > Work as usual, nothing special about it.
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