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    <title>Forem: Syntactic Sugar Daddy</title>
    <description>The latest articles on Forem by Syntactic Sugar Daddy (@syntacticsugardaddy).</description>
    <link>https://forem.com/syntacticsugardaddy</link>
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      <title>Forem: Syntactic Sugar Daddy</title>
      <link>https://forem.com/syntacticsugardaddy</link>
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    <item>
      <title>The Unity Component System: Why Composition Beats Inheritance</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Sun, 02 Nov 2025 01:38:22 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/the-unity-component-system-why-composition-beats-inheritance-228f</link>
      <guid>https://forem.com/syntacticsugardaddy/the-unity-component-system-why-composition-beats-inheritance-228f</guid>
      <description>&lt;p&gt;If you’ve ever wondered why Unity’s scripting model feels so different from other engines, this post explains it all. Unity’s component system isn’t just an architectural choice — it’s a design philosophy.&lt;/p&gt;

&lt;p&gt;Learn how GameObjects and Components work together to build modular, flexible gameplay systems without giant inheritance chains. Once you understand composition, Unity development clicks into place.&lt;/p&gt;

&lt;p&gt;Full post &lt;a href="https://www.syntacticsugardaddy.com/blog/unity-component-system-composition-vs-inheritance" rel="noopener noreferrer"&gt;here&lt;/a&gt;&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>gamedev</category>
      <category>composition</category>
      <category>unity3d</category>
    </item>
    <item>
      <title>Garbage Collection in C# — How .NET Cleans Up After You 🧹</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Thu, 30 Oct 2025 19:04:44 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/garbage-collection-in-c-how-net-cleans-up-after-you-157g</link>
      <guid>https://forem.com/syntacticsugardaddy/garbage-collection-in-c-how-net-cleans-up-after-you-157g</guid>
      <description>&lt;p&gt;Ever wonder what happens to all those objects you new up in C#? The .NET runtime has a built-in janitor — the Garbage Collector (GC) — that tracks your memory, cleans up unused objects, and keeps your programs running smoothly. It's not a get out of jail free card though. You still need to handle unmanaged resources. Do you know what those are? Did you know the GC has 3 levels of "generations" for organizing its work or about the large object heap? &lt;/p&gt;

&lt;p&gt;In this post, I break down:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;What garbage collection actually is&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;How generations, marking, and compaction work&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Why .NET uses a managed heap&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;How memory leaks can still happen&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;And practical tips for writing GC-friendly code&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Full breakdown &lt;a href="https://www.syntacticsugardaddy.com/blog/garbage-collection-in-csharp" rel="noopener noreferrer"&gt;here&lt;/a&gt;&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>dotnet</category>
      <category>garbagecollection</category>
      <category>programming</category>
    </item>
    <item>
      <title>ScriptableObjects in Unity — The Most Misunderstood Feature</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Wed, 29 Oct 2025 16:20:37 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/scriptableobjects-in-unity-the-most-misunderstood-feature-4o61</link>
      <guid>https://forem.com/syntacticsugardaddy/scriptableobjects-in-unity-the-most-misunderstood-feature-4o61</guid>
      <description>&lt;p&gt;Most Unity developers use ScriptableObjects — few truly understand them. They’re not just data containers. They’re Unity’s bridge between code and content. Have you heard of SOs as event channels?&lt;/p&gt;

&lt;p&gt;In this post, I break down:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;What ScriptableObjects actually are&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Why Unity created them&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;How they simplify data sharing and decouple systems&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Where they shouldn’t be used&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;And patterns that make your projects scale better&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Read the full post &lt;a href="//www.syntacticsugardaddy.com/blog/scriptableobjects-in-unity"&gt;here&lt;/a&gt;&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>gamedev</category>
      <category>scriptableobjects</category>
      <category>csharp</category>
    </item>
    <item>
      <title>Functional Programming in C# — Thinking in Functions, Not Objects 🧠</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Mon, 27 Oct 2025 16:34:37 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/functional-programming-in-c-thinking-in-functions-not-objects-20k6</link>
      <guid>https://forem.com/syntacticsugardaddy/functional-programming-in-c-thinking-in-functions-not-objects-20k6</guid>
      <description>&lt;p&gt;C# isn’t just object-oriented anymore — it’s a hybrid powerhouse. Functional programming has quietly taken over how modern C# developers write code. In this new post, I’ll show you:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;How delegates and lambdas make functions “first-class citizens”&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Why immutability makes your code safer&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;How LINQ pipelines are pure functional composition&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;How pattern matching and records make your logic declarative&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Once you start thinking in functions, you’ll write cleaner, more reliable code — without giving up the structure of OOP.&lt;/p&gt;

&lt;p&gt;🧩 Read the full post → &lt;a href="https://www.syntacticsugardaddy.com/blog/functional-programming-in-csharp" rel="noopener noreferrer"&gt;https://www.syntacticsugardaddy.com/blog/functional-programming-in-csharp&lt;/a&gt;&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxskvb0iy0v5hrtzu06aj.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxskvb0iy0v5hrtzu06aj.png" alt="Functional programming in C#" width="800" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>functional</category>
      <category>dotnet</category>
      <category>softwareengineering</category>
    </item>
    <item>
      <title>💾 Serialization in Unity — The Invisible System Saving Your Data</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Thu, 23 Oct 2025 15:38:48 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/serialization-in-unity-the-invisible-system-saving-your-data-4m8k</link>
      <guid>https://forem.com/syntacticsugardaddy/serialization-in-unity-the-invisible-system-saving-your-data-4m8k</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpsm23t1rpen8pfnbidi7.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fpsm23t1rpen8pfnbidi7.png" alt=" " width="800" height="800"&gt;&lt;/a&gt;&lt;br&gt;
Ever wonder why your variables reset after Play Mode?&lt;br&gt;
Or how Unity “remembers” your Inspector edits when you close and reopen a project? It’s all serialization — the invisible backbone of Unity’s Editor and runtime.&lt;/p&gt;

&lt;p&gt;In this new post, I explain:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;What serialization actually is (and isn’t)&lt;/li&gt;
&lt;li&gt;How Unity uses it to save scenes, prefabs, and ScriptableObjects&lt;/li&gt;
&lt;li&gt;Why changes vanish after Play Mode&lt;/li&gt;
&lt;li&gt;How AssetBundles use serialization at runtime&lt;/li&gt;
&lt;li&gt;Common gotchas and how to fix them&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Once you understand serialization, you’ll stop fighting Unity and start working with it.&lt;/p&gt;

&lt;p&gt;🧠 Read it &lt;a href="https://www.syntacticsugardaddy.com/blog/serialization-in-unity-explained" rel="noopener noreferrer"&gt;here&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Have you ever lost data in Unity because you didn’t understand serialization? Drop your horror story 👇&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>gamedev</category>
      <category>serialization</category>
      <category>csharp</category>
    </item>
    <item>
      <title>Move Over JavaScript — C# Can Build Full Websites Too</title>
      <dc:creator>Syntactic Sugar Daddy</dc:creator>
      <pubDate>Tue, 21 Oct 2025 17:40:23 +0000</pubDate>
      <link>https://forem.com/syntacticsugardaddy/move-over-javascript-c-can-build-full-websites-too-309n</link>
      <guid>https://forem.com/syntacticsugardaddy/move-over-javascript-c-can-build-full-websites-too-309n</guid>
      <description>&lt;p&gt;Most developers still think “web development” means JavaScript.&lt;br&gt;
But that mindset is 10 years out of date. With .NET 8, C# can now power your entire web stack — backend and frontend:&lt;/p&gt;

&lt;p&gt;🔹 ASP.NET Core for APIs&lt;br&gt;
🔹 Razor Pages for server-side rendering&lt;br&gt;
🔹 Blazor for rich client-side interactivity (no JavaScript required)&lt;/p&gt;

&lt;p&gt;One language. One runtime. Zero context-switching.&lt;/p&gt;

&lt;p&gt;I just wrote a deep dive on how modern C# stacks up against React, Vue, and Angular — and why it might be the most underrated web technology of 2025.&lt;/p&gt;

&lt;p&gt;👉 Read &lt;a href="https://www.syntacticsugardaddy.com/blog/web-development-with-csharp" rel="noopener noreferrer"&gt;here&lt;/a&gt;&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>webdev</category>
      <category>blazor</category>
      <category>dotnet</category>
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