El sáb, 19-06-2004 a las 12:08, Joe Ante escribió:
> > It sounds like you want a highly dynamic environment, in which existing
> > code can be changed at runtime, with older code silently invoking newer
> > code.
> > I don't believe it's possible, or at least easily possible, to do this
> > in C#.  This sounds more like something System.Reflection.Emit and a
> > custom compiler would be useful for.  That way, you could ensure fast
> > compile time, and you could come up with a custom way for pre-existing
> > code to invoke newer code without requiring recompilation (interfaces
> > might be good for this).
> Ok I think I formulated the problem not very well. I think its good enough
> to create one assembly for an "island of scripts" that somehow depend on
> each other. Very often in our engine we have the case that just 1-3 scripts
> depend on each other. So I want to make sure that when someone changes one
> of those 3 scripts, we will only recompile those 3 scripts and not every
> single script in the entire project.
> 
> So I would like to have something like C's #include "foobar.cs" thingy, from
> which I can then generate a dependency list so that I know which files to
> recompile when the user saves a script.
> Am I completely off track and stuck in the C past with that idea?

You can define modules instead of assemblies, and trace dependencies
towards its source files using makefiles - you will have only one
assembly made up of several modules. This way, instead of recompile the
whole thing every time a source file changes, you can compile just the
module.
The result is the same as having a single assembly, but the compile time
will decrease.

> 
> How does monodevelop handle this? I mean when you change a single file in
> one project does monodevelop recompile every single .cs file that makes up
> the exe?
> 
> Joachim Ante
> www.otee.dk
> 
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-- 
Rodolfo Campero
http://expertcoder.sourceforge.net/

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