Structs, classes, and the secret life of references In this chapter, we’ll dive into a topic that can be tricky to explain, but is usually straightforward in day-to-day coding. I’ll…
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Let’s talk about properties Some of the syntactical shortcuts we learned in the previous chapter are already quite advanced. But you will encounter them frequently in other people’s code, so…
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A few more things you should know about C# After this rather intense dive into computational geometry, let’s explore some key aspects of C#, you should know. While I advocate…
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Computational geometry (Part 8) Since we started our journey diving deep into computational geometry, we have always explicitly described the shape of an object. We placed lattice nodes, we set…
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Computational geometry (Part 6) Over the last chapters, we learned a lot about building meshes. In this chapter, we will wrap it up by abstracting many of the concepts we…
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Computational geometry (Part 5) Let’s do a quick recap. For the last two chapters, we have been talking about building meshes. Things quickly became more complex. We had to deal…
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Computational geometry (Part 4) We now know how to build simple mesh-based geometry. But most of the objects we will want to create are more complex than simple cubes and…
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Computational geometry (Part 3) Today we will talk about one of the oldest ways of creating geometry for computers: triangle meshes. Basically everything you see in 3D on a computer…
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Computational geometry (Part 2) In the last chapter, we looked at modeling simple pipe-like geometry using Lattice primitives as foundational blocks. I emphasized that modeling the actual inside of a…
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Computational geometry (Part 1) Until now, I have not focused too much on actual geometry generation. While the fixture maker had plenty of it, most of our focus for the…
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Let’s build a computational fixture maker (Part 4) Let’s wrap up our fixture maker this week by looking at a feature I recently introduced into EtherGK 1.7.5. When you work…
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Let’s build a computational fixture maker (Part 3) So, we have a nice app already, and it implements significant functionality. In the last chapter, we restructured a lot, to make…
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Let’s build a computational fixture maker (Part 2) Now, that was a lot of stuff in one chapter. And we are not done yet. Let’s review quickly what we did.…
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Let’s build a computational fixture maker (Part 1) In this chapter, we will learn about a few more geometry representations that you can use in EtherGK. But instead of playing…
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Until now, we have talked about programming in general and have understood how to fundamentally structure code. In the last chapter, I gave a very high-level overview, on…
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Back in 2021, at my last company, Hyperganic, I asked the team in my Singapore office to gather around. “Let’s design a jet plane this afternoon!” My team stared at…
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We have covered a lot of ground by now. Time for a recap. We started with the general concepts of computing, instructions and data. The introduction of object oriented programming…
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By now, we should be comfortable with the fundamental building blocks we use to create functionality in C#. We have to identify the logical elements that make up our App.…
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Let’s revisit the concept of classes we introduced in the first part of our series. Here’s our final class definition from before. public class TeslaRoadster { public TeslaRoadster( string strName…
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The first computers were very bare bones — but they worked on the same principles as they do today. Computers run instructions (implemented in the hardware of the Central Processing…
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Fundamentals In this chapter we will go on a whirlwind tour from the general concept of a computer to the paradigm of object oriented programming. We will cover a lot…
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There are many programming courses out there, including for C#. So why another one? People have asked me many times which course I would recommend, and I really haven’t found…
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