This is part 16 of my Exploring the .NET CoreFX Series.
While .NET has historically been limited to Windows machines, Mono notwithstanding, the introduction of the cross-platform .NET Core runtime has introduced the possibility of running .NET Core applications on Unix machines. With this possibility, developers may have the need of writing platform-specific code.
One way to write platform-specific code is:
- Define a conceptual base class which will have an identical name and methods across all platforms. This does not need to be a C#
interface, as we will be using compile-time rather than run-time polymorphism.
- Provide an implementation of this class for each target platform.
- Use build-time conditions to include the platform-specific class based on target compilation platform.
An example from the .NET Core is the
System.Console.ConsolePal class from the
System.Console library. The library includes two implementations of this class:
ConsolePal.Unix.cs, which provides a Unix-compatible implementation of the
ConsolePal.Windows.cs, which provides a Windows-compatible implementation of the
The project file for this library,
System.Console.csproj, then selects the appropriate file to build based on the target platform at compile time:
<!-- System.Console.csproj --> ... <ItemGroup Condition=" '$(OS)' == 'Windows_NT' "> <Compile Include="System\ConsolePal.Windows.cs" /> ... </ItemGroup> <ItemGroup Condition=" '$(OS)' == 'Unix' "> <Compile Include="System\ConsolePal.Unix.cs" /> ... </ItemGroup>
The advantage of this approach is that it has no run-time polymorphism overhead and thus provides maximum performance. The disadvantage of this approach is that the resulting binaries are platform-specific.
- Avoid writing platform-specific .NET code unless it is completely unavoidable.
- Consider using compile-time polymorphism to implement platform-specific code.