X10D 3.2.2-nightly.240
Prefix ReservedSee the version list below for details.
dotnet add package X10D --version 3.2.2-nightly.240
NuGet\Install-Package X10D -Version 3.2.2-nightly.240
<PackageReference Include="X10D" Version="3.2.2-nightly.240" />
paket add X10D --version 3.2.2-nightly.240
#r "nuget: X10D, 3.2.2-nightly.240"
// Install X10D as a Cake Addin #addin nuget:?package=X10D&version=3.2.2-nightly.240&prerelease // Install X10D as a Cake Tool #tool nuget:?package=X10D&version=3.2.2-nightly.240&prerelease
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About
X10D (pronounced extend), is a .NET package that provides extension methods for numerous types. The purpose of this library is to simplify a codebase by reducing the need for repeated code when performing common operations. Simplify your codebase. Take advantage of .NET. Use extension methods.
(I'm also dogfooding this library, so there's that.)
Installation
NuGet installation
Install-Package X10D -Version 3.2.2
Manual installation
Download the latest release from this repository and adding a direct assembly reference for your chosen platform.
Unity installation
For the Unity installation guide, refer to the README.md in X10D.Unity.
Features
I'm planning on writing complete and extensive documentation in the near future. As of this time, feel free to browse the source or the API using your favourite IDE. For those familiar with the 2.6.0 API, please read CHANGELOG.md for a complete list of changes. 3.0.0 is a major release and introduces many breaking changes.
Contributing
Contributions are welcome. See CONTRIBUTING.md.
License
X10D is released under the MIT License. See here for more details.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 is compatible. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 is compatible. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- No dependencies.
-
net6.0
- No dependencies.
-
net7.0
- No dependencies.
NuGet packages (2)
Showing the top 2 NuGet packages that depend on X10D:
Package | Downloads |
---|---|
X10D.Unity
Extension methods on crack. |
|
VpSharp
A modern Virtual Paradise SDK wrapper for .NET |
GitHub repositories
This package is not used by any popular GitHub repositories.
# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [3.2.2] - 2023-06-05
### Added
- X10D.DSharpPlus: Added support for new usernames. See https://discord.com/blog/usernames
## 3.2.1 - 2023-06-05
ERRONEOUS RELEASE.
## [3.2.0] - 2023-04-03
### Added
- Added new library X10D.DSharpPlus.
- Added new library X10D.Hosting.
- Added .NET 7 target.
- X10D: Added `IntrinsicExtensions` and `IntrinsicUtility` which offer methods for vectors in `System.Runtime.Instrinsics`. (#70)
- X10D: Added `MathUtility.Bias(float, float)` and `MathUtility.Bias(double, double)`.
- X10D: Added `MathUtility.ExponentialDecay(float, float, float)` and `MathUtility.ExponentialDecay(double, double, double)`.
- X10D: Added `MathUtility.InverseLerp(float, float, float)` and `MathUtility.InverseLerp(double, double, double)`.
- X10D: Added `MathUtility.Pulse(float, float, float)` and `MathUtility.Pulse(double, double, double)`.
- X10D: Added `MathUtility.Sawtooth(float)` and `MathUtility.Sawtooth(double)`.
- X10D: Added `MathUtility.ScaleRange(float, float, float, float, float)`
and `MathUtility.ScaleRange(double, double, double, double, double)`
- X10D: Added `MathUtility.Sigmoid(float)` and `MathUtility.Sigmoid(double)`.
- X10D: Added `MathUtility.SmoothStep(float, float, float)` and `MathUtility.SmoothStep(double, double, double)`.
- X10D: Added `Circle`, `CircleF`, `Cuboid`, `Ellipse`, `EllipseF`, `Line3D`, `Line`, `LineF`, `Polygon`, `PolygonF`, `Polyhedron`,
and `Sphere`, to complement System.Drawing structs such as `Point` and `Rectangle`.
- X10D: Added `Color.Deconstruct()` - with optional alpha parameter.
- X10D: Added `Color.GetClosestConsoleColor()`.
- X10D: Added `DateTime.GetIso8601WeekOfYear()` and `DateTimeOffset.GetIso8601WeekOfYear()`.
- X10D: Added `DirectoryInfo.Clear()`.
- X10D: Added `double.LinearToGamma([gamma])` and `float.LinearToGamma([gamma])`. (#60)
- X10D: Added `double.GammaToLinear([gamma])` and `float.GammaToLinear([gamma])`. (#60)
- X10D: Added `GreatestCommonFactor` for built-in integer types.
- X10D: Added `IEnumerable<T>.ConcatOne(T)`.
- X10D: Added `IEnumerable<T>.CountWhereNot(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.FirstWhereNot(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.FirstWhereNotOrDefault(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.LastWhereNot(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.LastWhereNotOrDefault(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.MinMax()` and `IEnumerable<T>.MinMaxBy()`. (#72)
- X10D: Added `IEnumerable<T>.WhereNot(Func<T, bool>)`.
- X10D: Added `IEnumerable<T>.WhereNotNull()`.
- X10D: Added `IEnumerable<string>.Grep(string[, bool])`.
- X10D: Added `IList<T>.RemoveRange(Range)`.
- X10D: Added `IList<T>.Swap(IList<T>)`. (#62)
- X10D: Added `IReadOnlyList<T>.IndexOf(T[, int[, int]])`.
- X10D: Added `IReadOnlyList<T>.Slice(int[, int]])`.
- X10D: Added `LowestCommonMultiple` for built-in integer types.
- X10D: Added `Wrap(T[, T])` for built-in numeric types. (#60)
- X10D: Added `Nullable<T>.TryGetValue(out T)`. (#61)
- X10D: Added `Point.IsOnLine(LineF)`, `Point.IsOnLine(PointF, PointF)`, and `Point.IsOnLine(Vector2, Vector2)`.
- X10D: Added `PointF.IsOnLine(LineF)`, `PointF.IsOnLine(PointF, PointF)`, and `PointF.IsOnLine(Vector2, Vector2)`.
- X10D: Added `Point.ToSize()`.
- X10D: Added `Point.ToSizeF()`.
- X10D: Added `Point.ToVector2()`.
- X10D: Added `PointF.Round([float])`.
- X10D: Added `PointF.ToSizeF()`.
- X10D: Added `PointF.ToVector2()` for .NET < 6.
- X10D: Added `PopCount()` for built-in integer types.
- X10D: Added `Quaternion.ToAxisAngle(out float, out float)`.
- X10D: Added `Quaternion.ToVector3()`.
- X10D: Added `Random.NextFrom(Span<T>)` and `Random.NextFrom(ReadOnlySpan<T>)`.
- X10D: Added `ReadOnlySpan<char>.CountSubstring(char)`.
- X10D: Added `ReadOnlySpan<char>.CountSubstring(ReadOnlySpan<char>[, StringComparison])`.
- X10D: Added `ReadOnlySpan<char>.ToTimeSpan()`.
- X10D: Added `ReadOnlySpan<T>.Split(T)`.
- X10D: Added `ReadOnlySpan<T>.Split(ReadOnlySpan<T>)`.
- X10D: Added `RoundUpToPowerOf2()` for built-in integer types.
- X10D: Added `Saturate()` for built-in floating-point types.
- X10D: Added `Size.ToPoint()`.
- X10D: Added `Size.ToPointF()`.
- X10D: Added `Size.ToVector2()`.
- X10D: Added `Span<char>.CountSubstring(char)`.
- X10D: Added `Span<char>.CountSubstring(Span<char>[, StringComparison])`.
- X10D: Added `Span<T>.Split(T)`.
- X10D: Added `Span<T>.Split(Span<T>)`.
- X10D: Added `string.CountSubstring(char)`.
- X10D: Added `string.CountSubstring(string[, StringComparison])`.
- X10D: Added `string.EnsureStartsWith()` and `string.EnsureEndsWith()`.
- X10D: Added `string.IsEmpty()`.
- X10D: Added `string.IsWhiteSpace()`.
- X10D: Added `string.IsNullOrEmpty()`.
- X10D: Added `string.IsNullOrWhiteSpace()`.
- X10D: Added `TextReader.EnumerateLines()` and `TextReader.EnumerateLinesAsync()`.
- X10D: Added `TimeSpan.TryParse(ReadOnlySpan<char>, out TimeSpan)`.
- X10D: Added `Quaternion.Multiply(Vector3)` - this functions as an equivalent to Unity's `Quaternion * Vector3` operator.
- X10D: Added `Vector2.Deconstruct()`.
- X10D: Added `Vector2.IsOnLine(LineF)`, `Vector2.IsOnLine(PointF, PointF)`, and `Vector2.IsOnLine(Vector2, Vector2)`.
- X10D: Added `Vector2.Round([float])`.
- X10D: Added `Vector2.ToPointF()`.
- X10D: Added `Vector2.ToSizeF()`.
- X10D: Added `Vector3.Deconstruct()`.
- X10D: Added `Vector3.Round([float])`.
- X10D: Added `Vector4.Deconstruct()`.
- X10D: Added `Vector4.Round([float])`.
- X10D: `ComplexSqrt` is now exposed for all frameworks.
- X10D.Unity: Added `DebugUtility`, which mimics `UnityEngine.Debug` while offering more useful primitive drawing methods.
- X10D.Unity: Added `System.Drawing.Color.ToUnityColor()`.
- X10D.Unity: Added `System.Drawing.Color.ToUnityColor32()`.
- X10D.Unity: Added `Color.Deconstruct()` - with optional alpha parameter.
- X10D.Unity: Added `Color.GetClosestConsoleColor()`.
- X10D.Unity: Added `Color.ToSystemDrawingColor()`.
- X10D.Unity: Added `Color32.Deconstruct()` - with optional alpha parameter.
- X10D.Unity: Added `Color32.GetClosestConsoleColor()`.
- X10D.Unity: Added `Color32.ToSystemDrawingColor()`.
- X10D.Unity: Added `Point.ToUnityVector2()`.
- X10D.Unity: Added `Point.ToUnityVector2Int()`.
- X10D.Unity: Added `PointF.ToUnityVector2()`.
- X10D.Unity: Added `Rect.ToSystemRectangleF()`.
- X10D.Unity: Added `RectInt.ToSystemRectangle()`.
- X10D.Unity: Added `RectInt.ToSystemRectangleF()`.
- X10D.Unity: Added `Rectangle.ToUnityRect()`.
- X10D.Unity: Added `Rectangle.ToUnityRectInt()`.
- X10D.Unity: Added `RectangleF.ToUnityRect()`.
- X10D.Unity: Added `Size.ToUnityVector2()`.
- X10D.Unity: Added `Size.ToUnityVector2Int()`.
- X10D.Unity: Added `SizeF.ToUnityVector2()`.
- X10D.Unity: Added `Vector2.Deconstruct()`.
- X10D.Unity: Added `Vector2.IsOnLine(LineF)`, `Vector2.IsOnLine(PointF, PointF)`, and `Vector2.IsOnLine(Vector2, Vector2)`.
- X10D.Unity: Added `Vector2Int.IsOnLine(LineF)`, `Vector2Int.IsOnLine(PointF, PointF)`, `Vector2Int.IsOnLine(Vector2, Vector2)`,
and `Vector2Int.IsOnLine(Vector2Int, Vector2Int)`.
- X10D.Unity: Added `Vector2.Round([float])`.
- X10D.Unity: Added `Vector2.ToSystemPointF()`.
- X10D.Unity: Added `Vector2.ToSystemSizeF()`.
- X10D.Unity: Added `Vector2Int.Deconstruct()`.
- X10D.Unity: Added `Vector2Int.ToSystemPoint()`.
- X10D.Unity: Added `Vector2Int.ToSystemSize()`.
- X10D.Unity: Added `Vector2Int.ToSystemVector()`.
- X10D.Unity: Added `Vector2Int.WithX()`.
- X10D.Unity: Added `Vector2Int.WithY()`.
- X10D.Unity: Added `Vector3.Deconstruct()`.
- X10D.Unity: Added `Vector3.Round([float])`.
- X10D.Unity: Added `Vector3Int.Deconstruct()`.
- X10D.Unity: Added `Vector3Int.ToSystemVector()`.
- X10D.Unity: Added `Vector3Int.WithX()`.
- X10D.Unity: Added `Vector3Int.WithY()`.
- X10D.Unity: Added `Vector3Int.WithZ()`.
- X10D.Unity: Added `Vector4.Deconstruct()`.
- X10D.Unity: Added `Vector4.Round([float])`
- X10D.Unity: Added `WaitForFrames` yield instruction.
- X10D.Unity: Added `WaitForKeyDown` yield instruction.
- X10D.Unity: Added `WaitForKeyUp` yield instruction.
- X10D.Unity: Added `WaitForSecondsNoAlloc` yield instruction.
- X10D.Unity: Added `WaitForSecondsRealtimeNoAlloc` yield instruction.
- X10D.Unity: Added `WaitForTimeSpanNoAlloc` yield instruction.
- X10D.Unity: Added `WaitForTimeSpanRealtimeNoAlloc` yield instruction.
### Fixed
- X10D: `T[].Clear` will now correctly clear the specified range of elements by
using the [GetOffsetAndLength](https://learn.microsoft.com/en-us/dotnet/api/system.range.getoffsetandlength?view=net-7.0)
method.
- X10D: `Stream.ReadSingle(Endianness)` now returns a float instead of a double.
- X10D: Fixed `Stream.ReadDouble(Endianness)`, `Stream.ReadSingle(Endianness)`, `Stream.WriteDouble(double, Endianness)`,
`Stream.WriteSingle(float, Endianness)` writing and reading the wrong endianness.
### Changed
- X10D: Performance for integer `Unpack` has been dramatically improved using vector parallelization. (#70)
- X10D: Performance for `MemberInfo.HasCustomAttribute` has been improved. (#70)
- X10D: Performance for `Rune.Repeat` has been improved. (#70)
- X10D: `TimeSpanParser.TryParse` now accepts a nullable string, and returns false if this input is null or empty.
- X10D.Unity: `Singleton<T>` now caches instance where possible.
- X10D.Unity: Conversions between equivalent structures in `System.Numerics` and `UnityEngine` now make use of "unsafe"
reinterpretation, rather than constructing new instances. (#70)
## [3.1.0] - 2022-05-13
### Added
- Reintroduced Unity support
- X10D: Added `Color.Inverted()`. (#54)
- X10D: Added `Color.WithA()`. (#55)
- X10D: Added `Color.WithB()`. (#55)
- X10D: Added `Color.WithG()`. (#55)
- X10D: Added `Color.WithR()`. (#55)
- X10D: Added `ICollection<T>.ClearAndDisposeAll()`.
- X10D: Added `ICollection<T>.ClearAndDisposeAllAsync()`.
- X10D: Added `IEnumerable<T>.For()`. (#50)
- X10D: Added `IEnumerable<T>.ForEach()`. (#50)
- X10D: Added `IEnumerable<T>.DisposeAll()`.
- X10D: Added `IEnumerable<T>.DisposeAllAsync()`.
- X10D: Added `char.IsEmoji`.
- X10D: Added `ReadOnlySpan<T>.Count(Predicate<T>)`.
- X10D: Added `Rune.IsEmoji`.
- X10D: Added `Span<T>.Count(Predicate<T>)`.
- X10D: Added `string.IsEmoji`.
- X10D: Added `Vector2.WithX()`. (#56)
- X10D: Added `Vector2.WithY()`. (#56)
- X10D: Added `Vector3.WithX()`. (#56)
- X10D: Added `Vector3.WithY()`. (#56)
- X10D: Added `Vector3.WithZ()`. (#56)
- X10D: Added `Vector4.WithX()`. (#56)
- X10D: Added `Vector4.WithY()`. (#56)
- X10D: Added `Vector4.WithZ()`. (#56)
- X10D: Added `Vector4.WithW()`. (#56)
- X10D.Unity: Added `Singleton<T>` class.
- X10D.Unity: Added `Color.Inverted()`. (#54)
- X10D.Unity: Added `Color.WithA()`. (#55)
- X10D.Unity: Added `Color.WithB()`. (#55)
- X10D.Unity: Added `Color.WithG()`. (#55)
- X10D.Unity: Added `Color.WithR()`. (#55)
- X10D.Unity: Added `Color32.Inverted()`. (#54)
- X10D.Unity: Added `Color32.WithA()`. (#55)
- X10D.Unity: Added `Color32.WithB()`. (#55)
- X10D.Unity: Added `Color32.WithG()`. (#55)
- X10D.Unity: Added `Color32.WithR()`. (#55)
- X10D.Unity: Added `Component.GetComponentsInChildrenOnly<T>()`.
- X10D.Unity: Added `GameObject.GetComponentsInChildrenOnly<T>()`.
- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])`.
- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])`.
- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])`.
- X10D.Unity: Added `GameObject.SetLayerRecursively(int)`. (#57)
- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])`.
- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])`.
- X10D.Unity: Added `System.Numerics.Quaternion.ToUnityQuaternion()`.
- X10D.Unity: Added `Quaternion.ToSystemQuaternion()`.
- X10D.Unity: Added `Random.NextColorArgb()`.
- X10D.Unity: Added `Random.NextColor32Argb()`.
- X10D.Unity: Added `Random.NextColorRgb()`.
- X10D.Unity: Added `Random.NextColor32Rgb()`.
- X10D.Unity: Added `Random.NextRotation()`.
- X10D.Unity: Added `Random.NextRotationUniform()`.
- X10D.Unity: Added `Random.NextUnitVector2()`.
- X10D.Unity: Added `Random.NextUnitVector3()`.
- X10D.Unity: Added `Transform.LookAt(GameObject[, Vector3])`.
- X10D.Unity: Added `Transform.SetParent(GameObject[, bool])`.
- X10D.Unity: Added `System.Numerics.Vector2.ToUnityVector()`.
- X10D.Unity: Added `System.Numerics.Vector3.ToUnityVector()`.
- X10D.Unity: Added `System.Numerics.Vector4.ToUnityVector()`.
- X10D.Unity: Added `Vector2.ToSystemVector()`.
- X10D.Unity: Added `Vector3.ToSystemVector()`.
- X10D.Unity: Added `Vector4.ToSystemVector()`.
- X10D.Unity: Added `Vector2.WithX()`. (#56)
- X10D.Unity: Added `Vector2.WithY()`. (#56)
- X10D.Unity: Added `Vector3.WithX()`. (#56)
- X10D.Unity: Added `Vector3.WithY()`. (#56)
- X10D.Unity: Added `Vector3.WithZ()`. (#56)
- X10D.Unity: Added `Vector4.WithX()`. (#56)
- X10D.Unity: Added `Vector4.WithY()`. (#56)
- X10D.Unity: Added `Vector4.WithZ()`. (#56)
- X10D.Unity: Added `Vector4.WithW()`. (#56)
## [3.0.0] - 2022-04-30
In the midst of writing these release notes, I may have missed some important changes. If you notice an API change that is not
documented here,
please [open an issue](https://github.com/oliverbooth/X10D/issues)!
### Added
- Added `T.AsArrayValue()`.
- Added `T.AsEnumerableValue()`.
- Added `T.RepeatValue(int)`.
- Added `T.ToJson([JsonSerializerOptions])`.
- Added `string.FromJson([JsonSerializerOptions])`.
- Added `T[].AsReadOnly()`.
- Added `T[].Clear([Range])` and `T[].Clear(int, int)`.
- Added `DateTime.IsLeapYear()`.
- Added `DateTimeOffset.IsLeapYear()`.
- Added `Endianness` enum.
- Added `FileInfo.GetHash<T>()`.
- Added `FileInfo.TryWriteHash<T>(Span<byte>, out int)`.
- Added `IComparable<T>.Clamp(T, T)` - this supersedes `Clamp` defined for hard-coded numeric types. (#24)
- Added `IComparable<T1>.GreaterThan(T2)`. (#22)
- Added `IComparable<T1>.GreaterThanOrEqualTo(T2)`. (#22)
- Added `IComparable<T1>.LessThan(T2)`. (#22)
- Added `IComparable<T1>.LessThanOrEqualTo(T2)`. (#22)
- Added `IComparable<T1>.Max(T)`. (#23)
- Added `IComparable<T1>.Min(T)`. (#23)
- Added `IDictionary<TKey, TValue>.AddOrUpdate()`
- Added `IEnumerable<TSource>.Product()` and `IEnumerable<TSource>.Product<TResult>(Func<TSource>, TResult)` for all built-in
numeric types, computing the product of all (optionally transformed) elements.
- Added `IList<T>.Fill(T)` and `IList<T>.Fill(T, int, int)`.
- Added `IPAddress.IsIPv4()` and `IPAddress.IsIPv6()`.
- Added `IReadOnlyList<byte>.Pack8Bit()`.
- Added `IReadOnlyList<byte>.Pack16Bit()`.
- Added `IReadOnlyList<byte>.Pack32Bit()`.
- Added `IReadOnlyList<byte>.Pack64Bit()`.
- Added `MemberInfo.HasCustomAttribute<T>()` and `MemberInfo.HasCustomAttribute(Type)`.
- Added `defaultValue` overload for `MemberInfo.SelectFromCustomAttribute<TAttr, TReturn>()`.
- Added `Random.Next<T>()` (returns a random field from a specified enum type).
- Added `Random.NextByte([byte[, byte]])`.
- Added `Random.NextColorArgb()`, returning a random color in RGB space, including random alpha.
- Added `Random.NextColorRgb()`, returning a random color in RGB space with alpha 255.
- Added `Random.NextDouble(double[, double])`.
- Added `Random.NextInt16([short[, short]])`.
- Added `Random.NextSingle(float[, float])`. (#34)
- Added `Random.NextUnitVector2()`.
- Added `Random.NextUnitVector3()`.
- Added `Random.NextRotation()`.
- Added `Rune.Repeat(int)`.
- Added `byte.IsEven()`.
- Added `byte.IsOdd()`.
- Added `byte.IsPrime()`.
- Added `byte.UnpackBits()`.
- Added `byte.RangeTo(byte)`, `byte.RangeTo(short)`, `byte.RangeTo(int)`, and `byte.RangeTo(long)`.
- Added `int.Mod(int)`.
- Added `int.RangeTo(int)`, and `int.RangeTo(long)`.
- Added `int.UnpackBits()`.
- Added `long.Mod(long)`.
- Added `long.RangeTo(long)`.
- Added `long.UnpackBits()`.
- Added `sbyte.IsEven()`.
- Added `sbyte.IsOdd()`.
- Added `sbyte.IsPrime()`.
- Added `sbyte.Mod(sbyte)`.
- Added `short.IsEven()`.
- Added `short.IsOdd()`.
- Added `short.Mod(short)`.
- Added `short.RangeTo(short)`, `short.RangeTo(int)`, and `short.RangeTo(long)`.
- Added `short.UnpackBits()`.
- Added `string.IsPalindrome()`.
- Added `Stream.GetHash<T>()`.
- Added `Stream.TryWriteHash<T>(Span<byte>, out int)`.
- Added `Stream.ReadInt16([Endian])`.
- Added `Stream.ReadInt32([Endian])`.
- Added `Stream.ReadInt64([Endian])`.
- Added `Stream.ReadUInt16([Endian])`.
- Added `Stream.ReadUInt32([Endian])`.
- Added `Stream.ReadUInt64([Endian])`.
- Added `Stream.Write(short, [Endian])`.
- Added `Stream.Write(int, [Endian])`.
- Added `Stream.Write(long, [Endian])`.
- Added `Stream.Write(ushort, [Endian])`.
- Added `Stream.Write(uint, [Endian])`.
- Added `Stream.Write(ulong, [Endian])`.
- Added `TimeSpan.Ago()`.
- Added `TimeSpan.FromNow()`.
- Added `TimeSpanParser.TryParse` which supersedes `TimeSpanParser.Parse`.
- Added `Sqrt()` and `ComplexSqrt()` for all built-in decimal types.
- Added `All()` and `Any()` for `Span<T>` and `ReadOnlySpan<T>`, mimicking the corresponding methods in `System.Linq`.
- Added `Sign()` for built-in numeric types. For unsigned types, this never returns -1.
- Added `Type.Implements<T>()` and `Type.Implements(Type)`. (#25)
- Added `Type.Inherits<T>()` and `Type.Inherits(Type)`. (#25)
- Added `DigitalRoot` function for built-in integer types.
- Added `Factorial` function for built-in integer types.
- Added `HostToNetworkOrder` and `NetworkToHostOrder` for `short`, `int`, and `long`.
- Added `IsLeapYear` function for `DateTime` and `DateTimeOffset`, as well as built-in numeric types.
- Added `MultiplicativePersistence` function for built-in integer types.
- Added `RotateLeft` and `RotateRight` for built-in integer types.
- Added trigonometric functions for built-in numeric types,
including `Acos()`, `Asin()`, `Atan()`, `Atan2()`, `Cos()`, `Sin()`, `Tan()` (#49)
- Added time-related extension methods for built-in numeric types,
including `Milliseconds()`, `Seconds()`, `Minutes()`, `Hours()`, `Days()`, and `Weeks()`. `Ticks()` is also available, but only
for integers; not floating point.
- Added `StringBuilderReader` (inheriting `TextReader`) which allows reading from a `StringBuilder` without consuming the
underlying string.
- Added extension methods for `System.Decimal`.
### Changed
- Updated to .NET 6. (#45)
- Methods defined to accept `byte[]` have been changed accept `IReadOnlyList<byte>`.
- Extension methods are now defined in appropriate child namespaces to reduce the risk of name collisions. (#7)
- `char[].Random(int)`, `char[].Random(int, int)`, `IEnumerable<char>.Random(int)`, and `IEnumerable<char>.Random(int, int)` have
been redefined as `Random.NextString(IReadOnlyList<char>, int)`.
- `IComparable<T>.Between(T, T)` has been redefined as `IComparable<T1>.Between(T2, T3, [InclusiveOptions])` to allow comparison
of disparate yet comparable types, and also offers inclusivity options.
- `DateTime` extensions now wrap `DateTimeOffset` extensions.
- `DateTime.ToUnixTimestamp([bool])` has been redefined as `DateTime.ToUnixTimeMilliseconds()` and `DateTime.ToUnixTimeSeconds()`.
- `Dictionary<T1, T2>.ToGetParameters()`, `IDictionary<T1, T2>.ToGetParameters()`,
and `IReadOnlyDictionary<T1, T2>.ToGetParameters()`, has been redefined as `IEnumerable<KeyValuePair<T1, T2>>.ToGetParameters()`.
- `Dictionary<T1, T2>.ToConnectionString()`, `IDictionary<T1, T2>.ToConnectionString()`,
and `IReadOnlyDictionary<T1, T2>.ToConnectionString()`, has been redefined
as `IEnumerable<KeyValuePair<T1, T2>>.ToConnectionString()`.
- `IList<T>.OneOf([Random])` and `IEnumerable<T>.OneOf([Random])` have been redefined as `Random.NextFrom<T>(IEnumerable<T>)` to
fall in line with the naming convention of `System.Random`. (#21)
- `IList<T>.Shuffle([Random])` now uses a Fisher-Yates shuffle implementation.
- `IList<T>.Shuffle([Random])` has been repurposed to shuffle the list in place, rather than returning a new enumerable.
- `IEnumerable<T>.Shuffle([Random])` has been renamed to `IEnumerable<T>.Shuffled([Random])` to avoid confusion
with `IList<T>.Shuffle([Random])`.
- `Random.CoinToss()` has been redefined as `Random.NextBoolean()` to fall in line with the naming convention of `System.Random`.
- `Random.OneOf<T>(T[])` and `Random.OneOf<T>(IList<T>)` have been redefined as `Random.NextFrom<T>(IEnumerable<T>)` to fall in
line with the naming convention of `System.Random`.
- `Enum.Next([bool])` and `Enum.Previous([bool])` have been redefined.
as `Enum.Next()`, `Enum.Previous()`, `Enum.NextUnchecked()`, `Enum.PreviousUnchecked()`. The `Unchecked` variants of these
methods do not perform index validation, and will throw `IndexOutOfRangeException` when attempting to access an invalid index.
The checked variants will perform a modulo to wrap the index.
- Seperated `string.WithAlternative(string, [bool])` to `string.WithEmptyAlternative(string)`
and `string.WithWhiteSpaceAlternative(string)`.
- `string.AsNullIfEmpty()` and `string.AsNullIfWhiteSpace()` now accept a nullable `string`.
- `IEnumerable<byte>.GetString([Encoding])` has been renamed to `IReadOnlyList<byte>.ToString` and its `Encoding` parameter has
been made non-optional.
- Fixed a bug where `IEnumerable<KeyValuePair<K,V>>.ToConnectionString()` would not sanitize types with custom `ToString()`
implementation. (#20)
Renamed `string.Random(int[, Random])` to `string.Randomize(int[, Random])`.
- Redefined `char[].Random(int)`, `char[].Random(int, Random)`, `IEnumerable<char>.Random(int)`,
and `IEnumerable<char>.Random(int, Random)`, as `Random.NextString(IReadOnlyList<char>, int)`.
- Improved performance for:
- `string.IsLower()`
- `string.IsUpper()`
- `string.Reverse()`
- `TimeSpanParser`
### Removed
- Indefinitely suspended Unity support, until such a time that Unity can be updated to a newer version of .NET.
See: https://forum.unity.com/threads/unity-future-net-development-status.1092205/
- Removed `bool.And(bool)`.
- Removed `bool.NAnd(bool)`.
- Removed `bool.NOr(bool)`.
- Removed `bool.Not(bool)`.
- Removed `bool.Or(bool)`.
- Removed `bool.ToByte()`.
- Removed `bool.ToInt16()`.
- Removed `bool.ToInt64()`.
- Removed `bool.XNOr()`.
- Removed `bool.XOr()`.
- Removed `IConvertible.To<T>([IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrDefault<T>([IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrDefault<T>(out T, [IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrNull<T>([IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrNull<T>(out T, [IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrOther<T>(T, [IFormatProvider])`. (#13)
- Removed `IConvertible.ToOrOther<T>(out T, T, [IFormatProvider])`. (#13)
- Removed `IEnumerable<T>.Split(int)` - this functionality is now provided by .NET in the form of the `Chunk` method.
See: https://docs.microsoft.com/en-us/dotnet/api/system.linq.enumerable.chunk?view=net-6.0.
- Removed `MemberInfo.GetDefaultValue()` (use `SelectFromCustomAttribute()` instead).
- Removed `MemberInfo.GetDescription()` (use `SelectFromCustomAttribute()` instead).
- Removed `int.ToBoolean()`.
- Removed `long.ToBoolean()`.
- Removed `short.ToBoolean()`.
- Removed `uint.ToBoolean()`.
- Removed `ushort.ToBoolean()`.
- Removed `ulong.ToBoolean()`.
- Removed `WaitHandle.WaitOneAsync()`. For suspensions of execution during asynchronous operations, favour `TaskCompletionSource`
or `TaskCompletionSource<T>`.
See: https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.taskcompletionsource?view=net-6.0
and https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.taskcompletionsource-1?view=net-6.0
## [2.6.0] - 2020-10-20
### Added
- Add `string.AsNullIfEmpty()`.
- Returns the current string, or `null` if the current string is null or empty.
- Add `string.AsNullIfWhiteSpace()`.
- Returns the current string, or `null` if the current string is null, empty, or consists of only whitespace.
- Add `string.Reverse()`.
- Reverses the current string.
- Add `string.WithAlternative()`.
- Returns the current string, or an alternative value if the current string is null or empty, or optionally if the current
string consists of only whitespace.
### Changed
- n/a
### Removed
- n/a
## [2.5.0] - 2020-07-15
### Added
- `WaitHandle.WaitOneAsync()`.
- Wraps `WaitHandle.WaitOne` as a `Task`.
- Add support for Unity 2019.4.3f1.
- Add `GameObject.LookAt(GameObject)`.
- Rotates the Transform on the current GameObject so that it faces the Transform on another GameObject.
- Add `GameObject.LookAt(Transform)`.
- Rotates the Transform on the current GameObject so that it faces another transform.
- Add `Transform.LookAt(GameObject)`
- Rotates the current Transform so that it faces the Transform on another GameObject.
- Add `Vector3.Round([float])`.
- Returns a rounded Vector3 by calling `float.Round()` on each component.
- Add `Vector3.WithX(float)`.
- Returns a Vector3 with a new X component value.
- Add `Vector3.WithY(float)`.
- Returns a Vector3 with a new Y component value.
- Add `Vector3.WithZ(float)`.
- Returns a Vector3 with a new Z component value.
- Add `Vector3.WithXY(float, float)`.
- Returns a Vector3 with new X and Y component values.
- Add `Vector3.WithXZ(float, float)`.
- Returns a Vector3 with new X and Z component values.
- Add `Vector3.WithYZ(float, float)`.
- Returns a Vector3 with new Y and Z component values.
- Add `BetterBehavior` (experimental wrapper over `MonoBehaviour`).
### Changed
- n/a
### Removed
- n/a
## [2.2.0] - 2020-04-21
### Added
- Add `string.ChangeEncoding(Encoding, Encoding)`.
- Converts this string from one encoding to another.
- Add `string.IsLower()`.
- Determines if all alpha characters in this string are considered lowercase.
- Add `string.IsUpper()`.
- Determines if all alpha characters in this string are considered uppercase.
- Various extension methods with regards to reflection:
- `GetDefaultValue` and `GetDefaultValue<T>` - gets the value stored in the member's `DefaultValue` attribute.
- `GetDescription`- gets the value stored in the member's `Description` attribute.
- `SelectFromCustomAttribute<T1, T2>` - Internally calls `GetCustomAttribute<T1>` and passes it to a `Func<T1, T2>` so that
specific members may be selected.
### Changed
- n/a
### Removed
- n/a
## [2.1.0] - 2020-04-18
### Added
- Add `bool bool.And(bool)`.
- Performs logical AND.
- Add `bool bool.Or(bool)`.
- Performs logical OR.
- Add `bool bool.Not(bool)`.
- Performs logical NOT.
- Add `bool bool.XOr(bool)`.
- Performs Logical XOR.
- Add `bool bool.NAnd(bool)`.
- Performs logical NAND.
- Add `bool bool.NOr(bool)`.
- Performs logical NOR.
- Add `bool bool.XNOr(bool)`.
- Performs logical XNOR.
- Add `byte bool.ToByte()`.
- 1 if `true`, 0 otherwise.
- Add `short bool.ToInt16()`.
- 1 if `true`, 0 otherwise.
- Add `long bool.ToInt64()`.
- 1 if `true`, 0 otherwise.
### Changed
- n/a
### Removed
- n/a
## [2.0.0] - 2020-04-18
### Added
- Add `IEnumerable<T>.Split(int)`.
- Performs the same operation as the previously defined `IEnumerable<byte>.Chunkify(int)`, except now accepts any type `T`.
### Changed
- Fix `DateTime.Last(DayOfWeek)` implementation.
- Now returns the correct date/time for a given day of the week.
### Removed
- Remove `IEnumerable<byte>.Chunkify(int)`.
- Replaced by a method of the same behaviour `IEnumerable<T>.Split(int)`.
## Earlier versions
Earlier versions of this package are undocumented and unlisted from package results.
[unreleased]: https://github.com/oliverbooth/X10D/compare/v3.2.2...main
[3.2.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.2.0
[3.1.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.1.0
[3.0.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.0.0
[2.6.0]: https://github.com/oliverbooth/X10D/releases/tag/2.6.0
[2.5.0]: https://github.com/oliverbooth/X10D/releases/tag/2.5.0
[2.2.0]: https://github.com/oliverbooth/X10D/releases/tag/2.2.0
[2.1.0]: https://github.com/oliverbooth/X10D/releases/tag/2.1.0
[2.0.0]: https://github.com/oliverbooth/X10D/releases/tag/2.0.0