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Learning C# by Developing Games with Unity - Seventh Edition

You're reading from  Learning C# by Developing Games with Unity - Seventh Edition

Product type Book
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Pages 466 pages
Edition 7th Edition
Languages
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone

Table of Contents (18) Chapters

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Specialized Collection Types and LINQ 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Working with streams

So far, we’ve been letting the File class do all of the heavy lifting with our data. What we haven’t talked about is how the File class, or any other class that deals with reading and writing data, does that work under the hood.

For computers, data is made up of bytes. Think of bytes as the computer’s atoms; they make up everything—there’s even a C# byte type. When we read, write, or update a file, our data is converted into an array of bytes, which are then streamed to or from the file using a Stream object. The data stream is responsible for carrying the data as a sequence of bytes to or from a file, acting as a translator or intermediary for us between our game application and the data files themselves.

Figure 12.11: Diagram of streaming data to a file

The File class uses Stream objects for us automatically, and there are different Stream subclasses for different functionality:

  • Use a FileStream...
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