is this not a proper use of elseif

Using 'var' instead of explicitly stating the type
CircleData[] circles = CircleRegistry.ToDataArray();
to var circles = CircleRegistry.ToDataArray();
with the warning:
Use 'var' (elsewhere)I understand this is just coding style, but is it considered standard practice to use
var
whenever possible in C#? As someone with a bit of C++ experience this feels weird to me...runtime size of label different from design time size, causing issue

SEHException (0x80004005) in CultureData.GetLocaleInfoCore
TaskScheduler.UnobservedTaskException
does set observed, but I haven't been able to verify if it was called in the first place (don't think async Tasks used like this sohuld even trigger this).
^Edit: I can verify it isn't being called....
Codes runs as expected, but Unit Test keeps failing

ā ASP.Net Core Web API
Application doesnt free up ram properly for some reason
Unity Help
ā What's the difference between ++variable and variable++?
š„ļø C# WinForms + DTO (with COM Object) ā šŗ Memory Usage Problem
Issue in my football match simulator
Is writing tests like this worth it
Update Policy for Cache of API Results
So this big project idea I have
Loop invariant
ā Update .NET (SOLVED)

BehaviorTree Implementation
BehaviorTree
(https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)) implementation. I need the BehaviorTree
to be serializable so that it can be saved and loaded, as such I am trying to figure out how to store the leaf nodes or Task
s.
My initial thought was to have a public class in my namespace that just held a bunch of static methods. Each method corresponding to a Task
. A leaf node would hold the string of the method name and invoke the method via the System.Reflection
library.I then thought about a second method of using OOP to create a base class of
BehaviorTreeTask
and then derive new classes for each type of Task
, each one overriding a base PerformTask
method....ā Why won't the loop loop?
How to get value in big TagCompound