I've been writing a lot of command-line apps to try out .NET Core and now .NET 5. There's always a lot of repeated code to setup the application, parse the command-line arguments, and then map those to operations performed by the program. I started researching some frameworks for building command-line interfaces (CLI) and there are … Continue reading Lesson 1.1: Starting with Spectre.Console.Cli
Author: DarthPedro
Lesson 5.7 Design REST Service for Data Retrieval
REST web services (Representational State Transfer) is a style of architecture based on a set of principles that describe how networked resources are defined and addressed. It is important to note that REST is a style of software architecture as opposed to a set of standards. As a result, applications or architectures are sometimes referred … Continue reading Lesson 5.7 Design REST Service for Data Retrieval
Lesson 5.6: Build Repository Pattern for Data Access
With our simple Azure Functions web service in place, we can now focus on providing more complex functionality from our service. We will focus on read-only service features for now, since we're reading game data and no persisting any data yet. We want to build a service that will return lists of elements based on … Continue reading Lesson 5.6: Build Repository Pattern for Data Access
.NET 5 Releases
As you've probably already heard, .NET version 5 has released. Version 5 is actually an upgrade of .NET Core 3.1, so project and libraries that targeted .NET Core 3.1 will upgrade fairly cleanly to .NET 5. There are many improvements in .NET 5.0: .NET 5.0 is already battle-tested by being hosted for months at dot.net and Bing.com.Performance is greatly improved across … Continue reading .NET 5 Releases
Lesson 5.5: Create Web Service to Retrieve ItemTemplates
With a working Azure Functions project in place, we are ready to start moving code into our web service. We have various sources of game data: items, monsters, locations, quests, recipes, and traders. Each of these data sources would make a great web service. So let's start by creating a simple web service that loads … Continue reading Lesson 5.5: Create Web Service to Retrieve ItemTemplates
Lesson 5.4: Create New Azure Functions Project
As we discussed in the introduction to this chapter, we will be learning how to use Azure Functions to build the web services for our game. Azure has several compute and hosting options to pick from, but since we're investigating the serverless options, Azure Functions makes the most sense. But let's take a quick look … Continue reading Lesson 5.4: Create New Azure Functions Project
Lesson 5.3: Create Continuous Delivery Pipeline for Blazor app
Now that we have our game building automatically in Azure Pipelines and an Azure Storage account configured to host our application, we need to build an automated pipeline to deploy new builds to the desired storage account. We will do this by using the Releases pipeline in Azure DevOps. Similar to Continuous Integration (which we … Continue reading Lesson 5.3: Create Continuous Delivery Pipeline for Blazor app
Lesson 5.2: Setting up Azure Storage Account for Static Website
Since our game is already a Blazor WebAssembly, we will easily be able to deploy it to multiple cloud hosting platforms. Any service that provides for a static website will also be able to host our game. In this series, we're going to be working with Azure for our web service development, so it makes … Continue reading Lesson 5.2: Setting up Azure Storage Account for Static Website
Lesson 5.1: Introduction to Serverless Architecture in Azure
In the last few years, the concept of serverless computing has become much more prominent, but what does that actually mean? There are clearly servers in the cloud running code to implement our web application or service. But with serverless cloud implementations, we free developers from infrastructure management and allow the cloud providers to manage … Continue reading Lesson 5.1: Introduction to Serverless Architecture in Azure
Lesson 4.15: The Wrap
This was another large chapter with many improvements to our game engine. Along the way we also learned some key concepts and design patterns that can be used in any .NET and C# project. Learning in the context of building a game is always more fun for me, so I hope you're all enjoying the … Continue reading Lesson 4.15: The Wrap