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C# *

Multi-paradigm programming language encompassing strong typing, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines

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Enabling Cross-Process Dialogue with C# Sockets

Level of difficultyMedium
Reading time4 min
Views1.2K

In the ever-evolving landscape of software development, communication between processes has been a fundamental requirement since the inception of computer networking. As technology advanced, the need for efficient and reliable inter-process communication (IPC) mechanisms became increasingly crucial. One such mechanism that has stood the test of time is the socket.
Sockets trace their origins back to the early days of computer networking in the 1970s. The concept was first introduced in the Unix operating system by researchers at the University of California, Berkeley, as part of their work on the ARPANET project, which eventually evolved into the modern internet. Sockets were designed to provide a standardized interface for network communication, allowing processes to exchange data across different machines and networks.
Initially, sockets were primarily used for network programming tasks, such as building client-server applications and facilitating communication between distributed systems. However, their versatility soon became apparent, and sockets found their way into various domains, including inter-process communication (IPC) within a single machine.
Over the years, sockets have undergone numerous enhancements and standardizations, with the Berkeley Software Distribution (BSD) sockets becoming the de facto standard for network programming. This standard was later adopted by other operating systems, including Microsoft Windows, ensuring cross-platform compatibility and enabling widespread adoption.
In the world of software development, communication between processes is a common requirement, whether it’s a client-server architecture, distributed systems, or inter-process communication (IPC). Sockets provide a powerful mechanism for processes to exchange data efficiently and reliably. This article explores a simple implementation of a TCP client-server communication using sockets in C#, showcasing the versatility and robustness of this time-tested technology.

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Why does my app send network requests when I open an SVG file?

Reading time8 min
Views2.2K

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You decided to make an app that works with SVG. Encouraged by the enthusiasm, you collected libraries and successfully made the application. But suddenly you find that the app is sending strange network requests. And data is leaking from the host-machine. How so?

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How to Get Nice Error Reports Using SARIF in GitHub

Reading time7 min
Views1.7K

Let's say you use GitHub, write code, and do other fun stuff. You also use a static analyzer to enhance your work quality and optimize the timing. Once you come up with an idea - why not view the errors that the analyzer gave right in GitHub? Yeah, and also it would be great if it looked nice. So, what should you do? The answer is very simple. SARIF is right for you. This article will cover what SARIF is and how to set it up. Enjoy the reading!

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How to write Palindrome Polyglot Quines

Reading time10 min
Views2.7K
PalidromePolyglotQuine

I offer a solution to one beautiful task — writing code that outputs its text is valid for interpreters and compilers of different languages and is correctly executed when reversing its sources.


Not so long ago I learned about code that can be both interpreted in PHP and compiled to Java: PhpJava.java. As it turned out, this idea is not new: code which is valid for several compilers or interpreters is called a polyglot. It is possible to write such code because of the peculiarities of processing strings and comments in different interpreters or compilers.

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How the PVS-Studio analyzer began to find even more errors in Unity projects

Reading time7 min
Views706
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When developing the PVS-Studio static analyzer, we try to develop it in various directions. Thus, our team is working on plugins for the IDE (Visual Studio, Rider), improving integration with CI, and so on. Increasing the efficiency of project analysis under Unity is also one of our priority goals. We believe that static analysis will allow programmers using this game engine to improve the quality of their source code and simplify work on any projects. Therefore, we would like to increase the popularity of PVS-Studio among companies that develop under Unity. One of the first steps in implementing this idea was to write annotations for the methods defined in the engine. This allows a developer to control the correctness of the code related to calls of annotated methods.
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Single line code or check of Nethermind using PVS-Studio C# for Linux

Reading time14 min
Views894

Рисунок 1

This article coincides with the beta testing start of PVS-Studio C# for Linux, as well as the plugin for Rider. For such a wonderful reason, we checked the source code of the Nethermind product using these tools. This article will cover some distinguished and, in some cases, funny errors.
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Visual Studio for Mac: Top Features of the New Editor

Reading time4 min
Views1.1K
Over the past year, the Visual Studio for Mac team updated the editors within the IDE to be faster, more fluent and more productive. We did this by building a macOS-native editor interface on top of the same editor backend as Visual Studio on Windows. In version 8.1 we introduced the new C# editor. This was followed by the new XAML editor in 8.2. And most recently, we updated our web languages to utilize the new editors in version 8.3, completing the process we set out to do a year ago. To celebrate this accomplishment, I wanted to share a bit of detail regarding the design and implementation of the new editors along with my five favorite new features in the Visual Studio for Mac code editors.

At the core of the updated editors within Visual Studio for Mac is the shared language service with Visual Studio on Windows. What this means is that the same backend that powers the Windows version of Visual Studio now powers the macOS version as well. This includes IntelliSense, Roslyn, text logic, and all the language services behind the scenes. The only portion not shared between Windows and macOS is the UI layer, which stays native for each platform. In the case of macOS, that means using macOS frameworks like Cocoa and CoreText to power the UI experience. By using a native UI, while also being able to utilize support for native input methods as well as support for right-to-left languages, font ligatures and other advanced graphical features.

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Tree-sitter and Preprocessing: A Syntax Showdown

Level of difficultyMedium
Reading time5 min
Views1.3K

According to the description,


Tree-sitter is a parser generator tool and an incremental parsing library. It can build a concrete syntax tree for a source file and efficiently update the syntax tree as the source file is edited.

But how does Tree-sitter handle languages that require a preprocessing stage?

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How to handle Stale Element Reference Exception in E2E testing of modern SPA applications

Reading time5 min
Views3.3K

Hello everyone, my name is Denis, I am Software Developer Engineer in Test (SDET) at Bimeister. I am in charge of test software development - frameworks, automated tests, CI Pipelines configuration, and much more.

In this article, I will tell you how we defeated the Stale Element Reference Exception while developing our framework using Selenium WebDriver and C#.

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ECS: under the hood

Reading time6 min
Views9.6K

This is the translation of my article about ECS. Original (in Russian).

ECS (Entity Component System) is an architectural pattern used in game development.

In this article, I am going to describe some of the general principles of ECS frameworks' inner workings and some of the problems I have faced during the development of my own.

When I first started learning about ECS everything seemed wonderful, but only in theory. I needed some real practice to make sure that all that they were saying about ECS was true.

I’ve tried different frameworks with different engines and programming languages. Mostly it was the gorgeous EnTT framework that I used with the Godot engine and LeoECS with Unity. I haven’t tried Unity’s native ECS from DOTS because it was rather unpolished at the time I was starting.

After a while, I got enough practical experience with ECS but it was still unclear to me how all this magic works under the hood. There are a few good blogs about ECS development (https://skypjack.github.io/ from the author of EnTT and https://ajmmertens.medium.com/ from the author of Flecs) but none of them gave me enough understanding about how they are implemented. So eventually, following Bender’s example, I decided that I’m gonna make my own ECS =)

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All hail bug reports: how we reduced the analysis time of the user's project from 80 to 4 hours

Reading time8 min
Views643

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People often see work in support as something negative. Today we'll look at it from a different perspective. This article is about a real communication of 100+ messages, exceptions, the analysis that didn't complete in three days...

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How Visual Studio 2022 ate up 100 GB of memory and what XML bombs had to do with it

Reading time7 min
Views3K

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In April 2021 Microsoft announced a new version of its IDE – Visual Studio 2022 – while also announcing that the IDE would be 64-bit. We've been waiting for this for so long – no more 4 GB memory limitations! However, as it turned out, it's not all that simple...

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Tutorial: how to port a project from Interop Word API to Open XML SDK

Reading time14 min
Views2.7K

With the .NET5 release further development of some projects was questionable due to the complexity of porting. One can abandon small outdated libraries or find a replacement. But it's hard to throw away Microsoft.Office.Interop.Word.dll. Microsoft doesn't plan to add compatibility with .NET Core/5+, so in this article we focus on creating Word files with Open XML SDK.

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