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  • Granting administrator privileges to an application launched at startup without UAC prompt?

    - by iKenndac
    Background I've written a small C#/.NET 4.0 application that syncs various settings from a game installed in Program Files to and from other copies of the same game on different machines (think Chrome bookmark sync, but for this game). The sync itself is a relatively simple affair, dealing with files stored inside the game's Program Files folder. On my machine, this works fine without having to elevate my application through UAC. Windows 7 makes the game use Program Files virtualisation and my application works fine with that. However, on a lot of tester's machines, I'm getting reports that the application either can't work with the files and in come cases can't even see the game's folder! Having the user right-click and "Run as Administrator" solves the problem in every case. So, we just set the application's manifest to require admin privileges, right? That's fine (although not ideal) for when the user manually invokes the application or the sync process because they'll be interacting with the application and ready to accept a UAC request. However, one of the features of my application is a "Sync Automatically" option, which allows the user to "set and forget" the application. With this set, the application puts itself into the registry at HKCU\Software\Microsoft\Windows\CurrentVersion\Run to be run at startup and sits in the system tray syncing the settings in the background as needed. Obviously, I need to be smarter here. Presenting a UAC prompt as soon as the user logs in to their account or at random intervals afterwards isn't the way forwards. So, my question! What's the best way to approach a situation where I'd need to run an application at startup that needs administrator privileges? Is there a way to have the user authorise an installation that causes the system to automatically run the application with the correct privileges without a prompt at startup/login?

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  • naming a function that exhibits "set if not equal" behavior

    - by Chris Sears
    This might be an odd question, but I'm looking for a word to use in a function name. I'm normally good at coming up with succinct, meaningful function names, but this one has me stumped so I thought I'd appeal for help. The function will take some desired state as an argument and compare it to the current state. If no change is needed, the function will exit normally without doing anything. Otherwise, the function will take some action to achieve the desired state. For example, if wanted to make sure the front door was closed, i might say: my_house.<something>_front_door('closed') What word or term should use in place of the something? I'd like it to be short, readable, and minimize the astonishment factor. A couple clarifying points... I would want someone calling the function to intuitively know they didn't need to wrap the function an 'if' that checks the current state. For example, this would be bad: if my_house.front_door_is_open(): my_house.<something>_front_door('closed') Also, they should know that the function won't throw an exception if the desired state matches the current state. So this should never happen: try: my_house.<something>_front_door('closed') except DoorWasAlreadyClosedException: pass Here are some options I've considered: my_house.set_front_door('closed') my_house.setne_front_door('closed') # ne=not equal, from the setne x86 instruction my_house.ensure_front_door('closed') my_house.configure_front_door('closed') my_house.update_front_door('closed') my_house.make_front_door('closed') my_house.remediate_front_door('closed') And I'm open to other forms, but most I've thought of don't improve readability. Such as... my_house.ensure_front_door_is('closed') my_house.conditionally_update_front_door('closed') my_house.change_front_door_if_needed('closed') Thanks for any input!

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  • Flash Builder 4 "includeIn" property causing design view error

    - by Chris
    I am creating a custom TextInput component that will define an "error" state. I have extended the TextInput class to change the state to "error" if the errorString property's length is greater than 0. In the skin class, I have defined an "error" state, and added some logic to detect the size and position of the error icon. However, if I have this code at the same time I use the "includeIn" property in the bitmap image tag, I get a design view error. If I either A) Only include that code with no "includeIn" property set, it works or B) dont include the code to set the icon size and position and only use the "includeIn" property, it works. Any ideas what could be causing the design view problem when I use both the "includeIn" property and the icon size/position code at the same time? TextInput Class: package classes { import spark.components.TextInput; public class TextInput extends spark.components.TextInput { [SkinState("error")]; public function TextInput() { super(); } override public function set errorString( value:String ):void { super.errorString = value; invalidateSkinState(); } override protected function getCurrentSkinState():String { if (errorString.length>0) { return "error"; } return super.getCurrentSkinState(); } } } TextInput Skin File: override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void { //THIS IS THE CODE THAT SEEMS TO BE CAUSING THE PROBLEM if(getStyle("iconSize") == "large") { errorIcon.right = -12; errorIcon.source = new errorIconLg(); } else { errorIcon.right = -5; errorIcon.source = new errorIconSm(); } super.updateDisplayList(unscaledWidth, unscaledHeight); } </fx:Script> <s:states> <s:State name="normal"/> <s:State name="disabled"/> <s:State name="error"/> </s:states> //If I remove the problem code above or if I take out the includeIn //property here, it works <s:BitmapImage id="errorIcon" verticalCenter="0" includeIn="error" /> </s:SparkSkin>

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  • jquery-ui drag and drop - how to dropped items?

    - by user246114
    Hi, I'm trying to use jquery-ui. I am using one of the drag and drop examples which is pretty much exactly what I need, except instead of moving items between the two lists, I'd like the items to be cloned: http://jqueryui.com/demos/sortable/#connect-lists $(function() { $("#sortable1, #sortable2").sortable({ connectWith: '.connectedSortable' }).disableSelection(); }); <ul id="sortable1" class="connectedSortable"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> </ul> <ul id="sortable2" class="connectedSortable"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> </ul> so moving an item from the first list to the second list results in list 1 have 2 items, and list 2 having 4 items. I just want it to make clones of the items on the drop. So in the above example, list 1 would still have 3 items, but list 2 would have 4 items, Thank you

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  • How to create sprites, programatically without using prefabs?

    - by DemonSOCKET
    I have different types of images for different sprites. and i am not certain that how much different sprites(images) i will have to show. So, i gotta create the sprites and apply textures programatically at runtime. Now, I defiantly can't use prefabs because it will restrict me with the number of different sprites i can use. and also, changing texture on one sprite prefab instance in game, will change all the sprites prefab, that's not acceptable in my case. Is there a way i can create sprites without having to create static prefab ? where ever i looked for the solution every time i got the same answer "create a prefab", which is what can not be done in my case.

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • How to fix Monogame WP8 Touch Position bug?

    - by Moses Aprico
    Normally below code will result in X:Infinity, Y:Infinity TouchCollection touchState = TouchPanel.GetState(); foreach (TouchLocation t in touchState) { if (t.State == TouchLocationState.Pressed) { vb.ButtonTouched((int)t.Position.X, (int)t.Position.Y); } } Then, I followed this https://github.com/mono/MonoGame/issues/1046 and added below code at the first line in update method. (I still don't know how it's worked, but it fixed the problem) if (_firstUpdate) { typeof(Microsoft.Xna.Framework.Input.Touch.TouchPanel).GetField("_touchScale",System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).SetValue(null, Vector2.One); _firstUpdate = false; } And then, when I randomly testing something, there are several area that won't read the user touch. The tile with the purple dude is the area which won't receive user input (It don't even detect "Pressed", the TouchCollection.Count = 0) Any idea how to fix this? UPDATE 1 : The second attempt in recompiling The difference is weird. Dunno why the consistent clickable area is just 2/3 area to the left UPDATE 2 : After trying to rotate to landscape and back to portrait to randomly testing, then the outcome become :

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  • Unity AddExplosionForce not doing anything

    - by Zero
    Recently I've started learning Unity3D. I'm working on a game as an exercise in which you control a space ship and have to dodge asteroids. If you feel like it's getting a bit too much you can hit the space bar, emitting a blast in all directions that repulses nearby asteroids. To create this blast I have the following code: public class PlayerBlastScript : MonoBehaviour { public ParticleSystem BlastEffect; // Update is called once per frame void Update () { if (Input.GetKeyUp(KeyCode.Space)) { Fire(); } } public void Fire() { ParticleEmitter effect = (ParticleEmitter) Instantiate (BlastEffect, transform.position, Quaternion.identity); effect.Emit(); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 25.0f); foreach(Collider hit in colliders) { if (!hit) { continue; } if (hit.rigidbody) { hit.rigidbody.AddExplosionForce(5000.0f, explosionPos, 100.0f); } } } } Even though the blast effect appears, the asteroids are not affected at all. The asteroids are all rigid bodies so what's the problem?

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  • Alpha issue with SharpDX SpriteBatch in WPF

    - by Kingdom
    .Hi devs, I'm coding a game using SharpDX in a WPF context. void Load() { sb = new SpriteBatch(GraphicsDevice); t2d = Content.Load<Texture2D>("Sprite.png"); } void Draw() { sb.Begin(); sb.Draw(t2d, new Rectangle(0, 0, 64, 64), Color.White); sb.End(); } I made Sprite.png, an object with pink color (alpha = 0%) for the background. The output show me my object but with the pink square at more or less 50% rate! So if I try to draw more sprites, it's like a little poney dream. Note If I apply Color.Black on the Draw method, the sprite is like expected :|

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  • So LibGDX / Java or XNA / C# [on hold]

    - by Israel G.
    I am curious to know what will be better for me - LibGDX / Java or XNA / C#. I am on the same level with C# and Java (I am pretty advanced with both of them). I really want to get into game development, develop indie games and such. So what are the pros and cons of XNA and LibGDX, what do you prefer personally and why? Java - LibGDX is cross platform and uses OpenGL. C# - XNA is for windows only ( you can use monogame but it will hurt performance and other things), Unfortunately, XNA is not going to be supported anymore but I still see people that recommend it over libGDX. (XNA is more popular and has more tutorials then libGDX). So please help me to pick, I really don't know what to choose. Thanks a lot!

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  • The Importance of a Security Assessment - by Michael Terra, Oracle

    - by Darin Pendergraft
    Today's Blog was written by Michael Terra, who was the Subject Matter Expert for the recently announced Oracle Online Security Assessment. You can take the Online Assessment here: Take the Online Assessment Over the past decade, IT Security has become a recognized and respected Business discipline.  Several factors have contributed to IT Security becoming a core business and organizational enabler including, but not limited to, increased external threats and increased regulatory pressure. Security is also viewed as a key enabler for strategic corporate activities such as mergers and acquisitions.Now, the challenge for senior security professionals is to develop an ongoing dialogue within their organizations about the importance of information security and how it can impact their organization's strategic objectives/mission. The importance of conducting regular “Security Assessments” across the IT and physical infrastructure has become increasingly important. Security standards and frameworks, such as the international standard ISO 27001, are increasingly being adopted by organizations and their business partners as proof of their security posture and “Security Assessments” are a great way to ensure a continued alignment to these frameworks.Oracle offers a number of different security assessment covering a broad range of technologies. Some of these are short engagements conducted for free with our strategic customers and partners. Others are longer term paid engagements delivered by Oracle Consulting Services or one of our partners. The goal of a security assessment, (also known as a security audit or security review), is to ensure that necessary security controls are integrated into the design and implementation of a project, application or technology.  A properly completed security assessment should provide documentation outlining any security gaps that exist in an infrastructure and the associated risks for those gaps. With that knowledge, an organization can choose to either mitigate, transfer, avoid or accept the risk. One example of an Oracle offering is a Security Readiness Assessment:The Oracle Security Readiness Assessment is a practical security architecture review focused on aligning an organization’s enterprise security architecture to their business principals and strategic objectives. The service will establish a multi-phase security architecture roadmap focused on supporting new and existing business initiatives.Offering OverviewThe Security Readiness Assessment will: Define an organization’s current security posture and provide a roadmap to a desired future state architecture by mapping  security solutions to business goals Incorporate commonly accepted security architecture concepts to streamline an organization’s security vision from strategy to implementation Define the people, process and technology implications of the desired future state architecture The objective is to deliver cohesive, best practice security architectures spanning multiple domains that are unique and specific to the context of your organization. Offering DetailsThe Oracle Security Readiness Assessment is a multi-stage process with a dedicated Oracle Security team supporting your organization.  During the course of this free engagement, the team will focus on the following: Review your current business operating model and supporting IT security structures and processes Partner with your organization to establish a future state security architecture leveraging Oracle’s reference architectures, capability maps, and best practices Provide guidance and recommendations on governance practices for the rollout and adoption of your future state security architecture Create an initial business case for the adoption of the future state security architecture If you are interested in finding out more, ask your Sales Consultant or Account Manager for details.

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  • Compatibility between DirectX 9 and DirectX 10 shaders

    - by Delta
    I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have noticed in the MSDN documentation that there have been some syntax changes in HLSL between DirectX 9 and DirectX 10, for example, the Sampler type Since I am having some troubles with my desktop pc, I am using my laptop which video card only supports DirectX 9.0c. Then I'm gonna have to write my shaders using the DirectX 9 syntax, right? So I am wondering, will my HLSL shaders written using the DirectX 9 syntax work on a system running DirectX 10 (or higher)?

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  • 3D Huge mesh rendering

    - by Keyhan Asghari
    I am writing a program, that as input, I have a huge 3d mesh (with mostly structured and cubic shaped elements), and I want to realtime render it, but not as real-time as a game. But speed of rendering is somehow important. The most important point is, I don't need any special lighting nor any shadows. Also, the objects to render are static, and they do not move. I've read about ray tracing methods, but I don't know if there is any good libraries for this purpose, or I have to implement everything by myself. Thanks a lot.

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  • Mouse input not updating in custom XNA/Winforms panel

    - by ChocoMan
    I have a custom Panel residing within my WinForm. the custom Panel holds the XNA rendering. So far, I've rendered an 3D test model. What I'm doing now is trying to handle the input.Using a camera from another working game, keyboard input works fine moving the camera in all 6 directions. But when it comes to handling the mouse to yaw and pitch the camera, nothing happens. I've searched about to see if anyone has come across this problem, but found no testable solutions to my problem. Does anyone understand as to what may be causing the Mouse not to be called when moved? Within MainForm constructor: public MainForm() { InitializeComponent(); Mouse.WindowHandle = panel3D.Handle; } Panel3D.cs Custom XNA Panel class FreeCamera.cs FreeCamera class

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  • How can I resize pixel art in Pyglet without making it blurry?

    - by Renold
    I have a tileset of 8x8 pixel images, and I want to resize them in my game so they'd be double that (16x16 pixels, e.g. turning each pixel into a 2x2 block.) What I'm trying to achieve is a Minecraft-like effect, where you have small pixel images scale to larger blockier pixels. In Pyglet, the sprite's scale property blurs the pixels. Is there some other way? Update: So I changed my code, but I'm still having the same issue (nothing changed.) Of course, the GL commands are kind of mysterious to me: gl.glEnable(gl.GL_TEXTURE_2D) image = resource.image('tileset.png') texture = image.get_texture() gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) texture.width = 16 # resize from 8x8 to 16x16 texture.height = 16 image.blit(100, 30) # draw Is there something else I should try?

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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • Textures on top of other textures when using VBOs

    - by GameDev-er
    I'm currently making a cube style game. With chunks being drawn with VBOs. I'd like to know if there is a way to create an overlay texture on top of the existing texture without the need to rebuild the VBO. This is required to show activity in a cube (think of Minecraft when destroying a block and the little cracks start spreading). I believe these are called "decals" but I've not found how to use them with VBOs. So how do I draw decals on OpenGL VBO drawn cubes?

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  • Xaudio2 XAPO Effects

    - by Jason Champion
    I've been working with XAudio2. After looking at the samples, example code, and sparse documentation available from Microsoft and the MSDN, I've found that there aren't any easy-to-find resources on creating and using XAPO effects, nor any XAPO effects produced by third parties that I can download and/or buy. What it looks like is that if I create an app that uses XAPO effects, I'll have to create them all myself because there's no community of existing applications like there is with technologies like Apple's AU or Steinberg's VST. Is this true, or are there others using XAudio2 and XAPO and I just haven't found them? Is there a place to ask programmer-support-related questions about XAudio2 and related technologies (or is this the best destination)? The best I've found so far are the XNA forums, which are game-specific and sparsely populated in the audio area.

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Resources to learn XNA for a professional c# developer

    - by Team-JoKi
    I'm a .net consultant (mainly c#) for my job, but for a while now, I've been interested in making a game in XNA (as a hobby project). I've had a "beginner" course in XNA when I was still a student, but I've lost most of the information (plus, it was VERY beginner, not enough to get you really started). So my question, which resources would be useful for me to learn XNA (books, blogs, websites, tutorials, resource websites - like textures, audio files, etc..)? I know this is a very open question, but I'm thankful for any information.

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  • Load SpriteFont in XNA

    - by user22715
    I'm planning on my game using multiple backgrounds so I'm trying to use spritefonts to draw the text. Every time I load my spritefont I get a error. Line1 = content.Load<SpriteFont>("Courier New"); Line2 = content.Load<SpriteFont>("Courier New"); This is the error I get. Error loading "Courier New". File not found. Although this was the font listed on the official microsoft website http://msdn.microsoft.com/en-us/library/bb447673.aspx.

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  • Why is Farseer not working in Windows Phone 7/8?

    - by Bryan
    I created a new Windows Phone Game (4.0) project in Visual Studio Express 2012 and added the Farseer project to the solution explorer. But adding a reference to the Farseer project is not working. I always get this error message: A reference to 'Farseer Physics XNA WP7' could not be added. References with different refresh levels are not supported. What is wrong? How can I use Farseer in Windows Phone 7/8? I uploaded the two projects on pastebin. Farseer project: pastebin.com/uyRusHxM Windows Phone project: pastebin.com/s74Gr66y

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  • Is there a expected set of button mappings games commonly use?

    - by Scott Chamberlain
    I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is there a set of guidelines from Microsoft on what should map to what (Do you use A for fire or left trigger?), or has the gaming community picked up a common set of controls that is just not written anywhere, everyone just "knows" it (like WASD for movement). The hardest thing for me is I have walking movement, vehicle movement, and airplane movement. I plan on allowing custom configuration of each, but I don't know what to set as the defaults.

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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