dotnet
ComputeSharp
Our great sponsors
dotnet | ComputeSharp | |
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28 | 38 | |
2,703 | 2,536 | |
3.0% | - | |
6.2 | 9.8 | |
10 days ago | 3 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
dotnet
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Current state of MAUI?
Not https://github.com/CommunityToolkit/dotnet
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Source Generator Debug always NulLReferecneException
Here's some: - MVVM Toolkit - PolySharp - ComputeSharp
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How did you guys get your first C# job?
Started programming by writing some apps for Windows Phone later UWP during university. A few years ago I started collaborating a lot on GitHub to some Microsoft projects, like the Windows Community Toolkit. There I created a lot of new APIs and libraries, like all the new animation APIs and pipeline brush APIs, etc. I then also proposed adding some general .NET APIs to it, and that's how the MVVM Toolkit was born, along with other libraries which are now moved to the .NET Community Toolkit. Fast forward until about late 2020, and they pinged me saying the new Microsoft Store (which hadn't been announced yet back then) was using several of those new APIs I had written, so we started collaborating more so that I could add more functionality they needed. After that shipped, at some point there was a new opening to which I applied, and here I am in the Microsoft Store team and also leading the .NET Community Toolkit 🙂
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AppCenter and ComunityToolkit MVVM Compile-error
This is tracked by https://github.com/CommunityToolkit/dotnet/issues/409. The issue is likely that AppCenter image using an older version of Visual Studio (and Roslyn). The MVVM Toolkit needs at least Roslyn 4.0 (ie. Visual Studio 2022) in order to work. Unfortunately this is not something we can change from the MVVM Toolkit, you have to open a support request for AppCenter to ask for a newer Roslyn version, or see if there is a way for you to enable that in your pipeline 🥲
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WPF - MVVM Community Toolkit - RelacyCommand CanExecute not updating
The toolkit's:
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The Next C# with Mads Torgersen
https://github.com/CommunityToolkit/dotnet/issues/224 - one ask and fix.
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I want to learn WPF and was told I should use a MVVM based framework any up to date suggestions?
Yeah, the fact properties use fields with annotations right now isn't ideal, it's just the best we could do until C# gets partial properties. I do plan on adding support for that though as soon as C# gets that feature. You can follow the progress here 🙂
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Guard Library - StaticDotNet.ArgumentValidation
For comparison, CommunityToolkit.Diagnostics has a guard library.
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Thinking about zero-allocation parsing.
There is some stuff in CommunityToolkit to lower allocations of frequently converted Spans, StringPool comes to mind.
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CommunityToolkit.MVVM questions
Most likely this: https://github.com/CommunityToolkit/dotnet/blob/main/src/CommunityToolkit.Mvvm/DependencyInjection/Ioc.cs
ComputeSharp
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ILGPU VS ComputeSharp - a user suggested alternative
2 projects | 27 Oct 2023
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Is there a real time graphics llibrary in c#
A couple other options than what has been suggested so far: - TerraFX.Interop.Windows. Raw, blittable, 1:1 bindings for all Win32, D2D/D3D11/D3D12 APIs (there's also a version with Vulkan bindings). As close to doing #include as you can get in C#. This is my personal favorite, I use it in my own ComputeSharp library, and transitively we use it in the Microsoft Store too 🙂 - Silk.NET another version of high-performance bindings, more opinionated than TerraFX and with some additional helpers to make it a bit easier to use.
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What can Go do that C# can't?
A hello world .NET console app with NativeAOT is 1.08 MB. Goes down to 1.08 MB with some tweaking. Goes below 1MB with more tweaking. I have a fully self-contained NativeAOT sample app that renders some fancy animated shaders with DX12 that's about 2MB in size.
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C# and GPU programming
I dont think it's exactly what you're looking for, but I've found ComputeSharp to be a great C# GPU tool
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Source Generator Debug always NulLReferecneException
Here's some: - MVVM Toolkit - PolySharp - ComputeSharp
- Rust bindings for Avalonia UI Framework
- [WinUI] High level 2D rendering library
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What library should I use to make basic 2D graphics which is simple to use and that is able to quickly draw a bunch of particles (circles) on the screen with updating positions every frame? (Not the best description ever. I explain it better in the post's text)
If you don't mind being Windows only, I would also recommend trying out (shameless plug) ComputeSharp. You can find it on NuGet and it's available for UWP and WinUI 3 as well with ready to use XAML controls. The point is that it would allow you do your entire rendering via pixel/compute shaders, so it could basically run entirely on the GPU. That'd allow you to render even millions of particles with pretty good performance 🙂
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What library to code a Screensaver?
Create a UWP or WinUI 3 applicaation and use the AnimatedComputeShaderPanel from ComputeSharp. The library lets you write shaders (ie. code to run on the GPU) entirely in C#, and handles all the logic to setup a DX12 animated swapchain, similar to Win2D. If you look at the repo you can also see a whole bunch of examples, which you can also try out for yourself. There's also several wiki pages with lots of info.
- GitHub - ComputeSharp: A .NET library to run C# code on the GPU through DX12 (Not Godot)
What are some alternatives?
csharp-source-generators - A list of C# Source Generators (not necessarily awesome) and associated resources: articles, talks, demos.
ShaderGen - Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#,
Roslyn - The Roslyn .NET compiler provides C# and Visual Basic languages with rich code analysis APIs.
raylib - A simple and easy-to-use library to enjoy videogames programming
PostSharp.NotifyPropertyChanged - auto-magic INotifyPropertyChanged done right
CSharp-Unity-Compute-Shader - Create compute shaders for Unity with C#.
MVVM-Samples - Sample repo for MVVM package
BrimsonFX - Image and video processing shaders for ReShade (convolutions, GPU Horn-Schunk/Lucas-Kanade, etc.)
jab - C# Source Generator based dependency injection container implementation.
SharpDX
PropertyChanged.SourceGenerator - Powerful INotifyPropertyChanged / INotifyPropertyChanging Source Generator, which generates INPC boilerplate for you as part of your build. Supports features such as automatic and manual dependencies between properties, notifications when specific properties change, and more.
VL.Fuse - A library for visually programming on the GPU, built to enable rapid workflows and modular approaches to accelerated graphics, logic and computation.