design patterns

Blazor GameDev – part 5: composition

Hi All! Welcome back to part 5 of our Blazor 2d Gamedev series. Today we’ll see how we can move away from procedural code using composition. Last time we saw how easy it is to load a sprite and move it across the screen. The issue with this solution is that things will get awkward […]

Improving HTTP resilience in Blazor webassembly

Hi All! Today I decided to take a quick break from my Blazor gamedev series and talk about resilience. We’ll see how to call a REST API from a Blazor webassembly app using an HTTP Client and how to handle errors using Polly. As usual, I’ve pushed a sample repository on GitHub, feel free to […]

Event Sourcing in .NET Core – part 5: offline consumers

Ok so apparently last time I lied. Or at least I lied to me: it wasn’t the last episode of the Event Sourcing series 🙂 This time we’re going to see how we can implement offline consumers for our integration events. My SuperSafeBank repo was still calling me and I knew there were other things […]

Event Sourcing in .NET Core – part 3: broadcasting events

Hi all! Welcome to the third part of the series about Event Sourcing. This time we’ll see how we can tell other parts of our system that something has happened by broadcasting the events. And we will be doing this by pushing them to a distributed queue. Last time we discussed how we can leverage […]

Consuming message queues using .net core background workers – part 4: adding System.Threading.Channels

Apparently I was not done yet with this Series! Few days ago I got a comment on Part 3, asking how would I mix background workers with System.Threading.Channels . That comment first led me to write an introduction on the Channels library, which has been sitting on my ToDo list for too long. Then I […]

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