I know VC++ and C# fairly well, but I'm trying to weigh pros and cons
for use of each on a music project. It will entail MIDI and sample
playback, use of fairly high-res timers (if available) and quick
(realtime) update of screen graphics.
I've written similar programs, but not under .NET. I'd love to use
C#, but I'm concerned about speed and access to lower level code, if
that becomes necessary.
I realize that I could use PInvoke to call the old graphics Bitblt for
speed, etc. And I can drop to unmanaged C++ if necessary for some
runtime functions.
I guess the main question is whether it's worth writing any of it in
C#, given the amount of time-critical code, though I do love the
quick dev time of C# and absence of tedious function prototypes, etc. 2 1099
Well, Vertigo Software ported Quake II to managed C++
( http://www.vertigosoftware.com/Quake2.htm), and, according to them,
the performance was very close to the original C version developed by
id Software.
While it was done in managed C++, and not C#, and it's a game, not a
music authoring application, I think it's very relevant to what you are
trying to do. One can conclude that, in general, C# and .NET are
suitable for non-mission critical real time applications.
Of course, your mileage might vary.
For Quake the actual code was in C++ (native), so for them it was easy to
convert in managed C++ than any other NET languages. It's better to
experiment in CLI, I don't think you will get an edge over C# if you use MC++
"Mohammad" wrote: Well, Vertigo Software ported Quake II to managed C++ (http://www.vertigosoftware.com/Quake2.htm), and, according to them, the performance was very close to the original C version developed by id Software.
While it was done in managed C++, and not C#, and it's a game, not a music authoring application, I think it's very relevant to what you are trying to do. One can conclude that, in general, C# and .NET are suitable for non-mission critical real time applications.
Of course, your mileage might vary.
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