[Mono-list] Mono AOT Mode - Limitations
Gluber
bernhardglueck at bluelogic.at
Mon Dec 15 15:48:01 EST 2008
Hi there !
After the recent superb talk by miguel at PDC about Mono/AOT and the
(secret) work they have done on certain Game Console Platforms i decided to
prototype a fully Managed Game Engine. ( At my day job we do this kind in
native C++ of course )
I am now thinking about the features of the .NET platform i can actually use
to make sure I support full Mono AOT for possible console compilation
lateron.
Forbidden for sure:
* Dynamic Code Generation
( Reflection.Emit, CSharp CodeDOM Compiler, XmlSerializer, WCF Proxies, AOP
etc.. all )
* Expression Trees that are executed ( since Expression.Compile generates
code at runtime of course )
* Some Advanced class library parst ( WCF,WPF, etc don't make sense for a
console game anyhow )
* No dynamic (file based ) loading of assemblies
Questionable areas:
* Reflection ( especially calling methods via MethodInfo etc )
Could anyone confirm or deny my suspicions ?
It would also be interesting to know how the garbage collector works in full
AOT mode..
--
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