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Daniel Newman

Daniel Newman danvonnewman

Niner since 2009

  • Future directions for C# and Visual Basic

    It was some time ago but I have definitely managed to write a dynamic code application in C# before however, I don't think it had a nice API and certainly didn't have IntelliSense.

    I would be interested in knowing some scenarios where dynamic code would be used as within the development cycle we already have debugging and dynamic recompilation.

  • Ping 106: Nuads on Kinect, Mozaic, Mozilla, Facebook

    Re the "Xbox skip ad" function, I would love this. However much money is being generated through them showing me that advert I would pay them not to show it to me and not waste my time. Although saying my time is being wasted by being shown adverts while trying to watch a TV show...I may need thicker ice.

  • E2E: Erik Meijer and Wes Dyer - Reactive Framework (Rx) Under the Hood 2 of 2

    I am trying to work out what advantages this has over classic tightly coupled event handling or asynchronous WCF service calls. The only thing I can think of is the merging of events via linq however, is this not achievable via a 'normal' messaging model such as msmq where by the queue is doing the merging of events/messages? An uglier example of this is having a session state aware WCF service. Am I missing the point and is this just another way of doing it with the advantage of being easier to implement so developers can concentrate on discovering the needs of a system rather implementing solutions to the problems the needs of the system produces?

     

    Regarding the problem with receiving non linear events and solving this with the until, how does this work when the observers are in distributed system like a cloud environment where the until would need to be able to block/dispose of processes on other physical/virtual machines? Unless the cloud is already doing the thread merging and I just haven't found out yet.

  • 10-4 episode 19: Service Discovery with WCF

    Great video and fast paced, one way to save the amount of editing would be to create all the needed code and then delete parts going backwards to the desired starting point. Then as you want to progress just undo the last delete which will add in the next step, this assuming 2k10 allows post saving undo's so you can compile between each undo.