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X10D/CHANGELOG.md

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Changelog

3.2.0

Added

  • Added new library X10D.DSharpPlus

  • Added new library X10D.Hosting

  • Added .NET 7 target

  • X10D: Added MathUtility.InverseLerp(float, float, float) and MathUtility.InverseLerp(double, double, double)

  • X10D: Added MathUtility.ScaleRange(float, float, float, float, float) and MathUtility.ScaleRange(double, double, 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>.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>.WhereNot(Func<T, bool>)

  • X10D: Added IEnumerable<T>.WhereNotNull()

  • 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 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 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.IsEmpty()

  • X10D: Added string.IsWhiteSpace()

  • X10D: Added string.IsNullOrEmpty()

  • X10D: Added string.IsNullOrWhiteSpace()

  • 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.Unity: Added DebugEx, 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

Changed

  • 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

3.1.0

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

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!

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

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

Not documented