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Copy file name to clipboardExpand all lines: articles/console_access.md
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@@ -5,7 +5,7 @@ description: How do I get access to console versions of MonoGame?
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MonoGame is free to use on all platforms from the [public repository](https://github.dev/MonoGame/monogame), but the code for supporting console platforms is only accessible to authorized console developers.
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These platforms are provided as private code repositories that add integrations with the console vendor's APIs and platformspecific documentation.
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These platforms are provided as private code repositories that add integrations with the console vendor's APIs and platform-specific documentation.
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## Application process
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Your first step is to register as [Nintendo Developer](https://developer.nintendo.com/register) for Nintendo Switch.
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Your first step is to register as a [Nintendo Developer](https://developer.nintendo.com/register) for Nintendo Switch.
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Once you are in the program, you can go to the middleware page and fill out the [MonoGame - Nintendo Developer Authorization](https://developer.nintendo.com/group/development/getting-started/g1kr9vj6/middleware/monogame) form.
Copy file name to clipboardExpand all lines: articles/contributing.md
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The MonoGame documentation contains two types of documents: articles and API references.
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Articles include manuals, guides and tutorials on how to use the MonoGame Framework to create games.
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Articles include manuals, guides, and tutorials on how to use the MonoGame Framework to create games.
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API references provide detailed explanation of each class and method found in the MonoGame Framework. The documentation is written in the [C# XML format](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/xmldoc/xml-documentation-comments) and is inline to the MonoGame source code.
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### Focus on What Adds Value to the Consumer
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Limit documentation to public methods and functions unless there is a specific reason to include internal methods, while documenting internals helps with readability of the code, it provides limited use to consumers of the MonoGame Framework.
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Limit documentation to public methods and functions unless there is a specific reason to include internal methods, while documenting internals helps with the readability of the code, it provides limited use to consumers of the MonoGame Framework.
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### Documentation Is Referenced Not Read
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#### `<see>` and `<cref/>` should be used whenever an API reference is used in the documentation
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To ensure that API documentation is linked to whichever reference is used, `<see>` and `<cref/>` references should be used, this helps users navigate the methods, especially when looking up initializers or use of a property or method.
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To ensure that API documentation is linked to whichever reference is used, `<see>` and `<cref/>` references should be used. This helps users navigate the methods, especially when looking up initializers or use of a property or method.
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#### Avoid self referencing `<cref/>` unless it provides value
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> [!NOTE]
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> If the `cref` description would cause the line to exceed the 120 recommendation, this is generally ok, so long as the rendered line does not exceed the limit.
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> THe limit however, is more of a guideline than a hard rule, so common sense should be applied to keep the limit near 120 characters.
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> The limit however, is more of a guideline than a hard rule, so common sense should be applied to keep the limit near 120 characters.
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#### Use the packed multi-line style with surrounding tags
Copy file name to clipboardExpand all lines: articles/getting_started/platforms.md
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The iOS platform uses [Xamarin.iOS](https://docs.microsoft.com/en-us/xamarin/ios/). **OpenGL** is used for graphics, and OpenAL for audio.
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Building for Android requires the .NET Xamarin component to be installed. You can install it with the Visual Studio installer (if you are using Visual Studio) or with the CLI command `dotnet workload install ios` (if you are working with Rider, VS Code, or the CLI).
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Building for iOS requires the .NET Xamarin component to be installed. You can install it with the Visual Studio installer (if you are using Visual Studio) or with the CLI command `dotnet workload install ios` (if you are working with Rider, VS Code, or the CLI).
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The latest version of Xcode will also be required.
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## Overview
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Sprites are positioned on the screen by coordinates. The width and height of the screen is the same as the back buffer. The x-axis represents the screen width and the y-axis represents the screen height. The y-axis is measured from the top of the screen and increases as you move **down** the screen, and the x-axis is measured from left to right. For example, when the graphics back buffer is 800×600, 0,0 is the upper left of the screen, and 800,600 is the lower right of the screen.
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Sprites are positioned on the screen by coordinates. The width and height of the screen is the same as the back buffer. The x-axis represents the screen width and the y-axis represents the screen height. The y-axis is measured from the top of the screen and increases as you move **down** the screen, and the x-axis is measured from left to right. For example, when the graphics back buffer is 800×600, the top left corner is at (0,0) and the bottom-right pixel is at (799,599).
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To draw a sprite, create a [SpriteBatch](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch) object, initialize it by calling [Begin](/api/Microsoft.Xna.Framework.Graphics.SpriteBatch.html#Microsoft_Xna_Framework_Graphics_SpriteBatch_Begin_Microsoft_Xna_Framework_Graphics_SpriteSortMode_Microsoft_Xna_Framework_Graphics_BlendState_Microsoft_Xna_Framework_Graphics_SamplerState_Microsoft_Xna_Framework_Graphics_DepthStencilState_Microsoft_Xna_Framework_Graphics_RasterizerState_Microsoft_Xna_Framework_Graphics_Effect_System_Nullable_Microsoft_Xna_Framework_Matrix__), and then call [Draw](/api/Microsoft.Xna.Framework.Graphics.SpriteBatch.html#Microsoft_Xna_Framework_Graphics_SpriteBatch_Draw_Microsoft_Xna_Framework_Graphics_Texture2D_Microsoft_Xna_Framework_Rectangle_Microsoft_Xna_Framework_Color_) for each sprite. The bitmap data for a sprite is taken from a [Texture2D](xref:Microsoft.Xna.Framework.Graphics.Texture2D) object. The texture may contain alpha channel information to make part of the texture transparent or semi-transparent. You can tint, rotate, or scale sprites by using [Draw](/api/Microsoft.Xna.Framework.Graphics.SpriteBatch.html#Microsoft_Xna_Framework_Graphics_SpriteBatch_Draw_Microsoft_Xna_Framework_Graphics_Texture2D_Microsoft_Xna_Framework_Rectangle_Microsoft_Xna_Framework_Color_). This method also gives you the option of drawing only part of the texture on the screen. After you draw a sprite, call [End](/api/Microsoft.Xna.Framework.Graphics.SpriteBatch.html#Microsoft_Xna_Framework_Graphics_SpriteBatch_End) before calling [Present](xref:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present).
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description: Where to get help and support when using MonoGame.
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---
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There is a wealth of [communitycreated content, blogs and tutorials](tutorials/index.md) available.
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There is a wealth of [community-created content, blogs and tutorials](tutorials/index.md) available.
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You can also chat to other MonoGame users via [Discord](https://discord.com/invite/monogame).
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You can also chat with other MonoGame users via [Discord](https://discord.com/invite/monogame).
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If you want to find an answer to a more specific problem, you can ask it on our [GitHub Discussions](https://github.com/MonoGame/MonoGame/discussions) page.
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## Bugs and feature requests
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If you find a bug or have a feature request, [please open a new issue](https://github.com/mono/monogame/issues). Before opening any issue, please search for existing issues.
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If you find a bug or have a feature request, [please open a new issue](https://github.com/mono/monogame/issues). Before opening an issue, please check for existing ones.
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Please note that the issue tracker is not for requesting help.
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Please use the links at the top and left to navigate the documentation sections.
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> This documentation assume that the reader has a basic knowledge of the C# programming language.
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> This documentation assumes that the reader has a basic knowledge of the C# programming language.
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## What is MonoGame exactly?
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MonoGame is an open-source project maintained by its community. Great open source projects require high-quality documentation. This is a call for volunteers to continue to help us make the MonoGame documentation truly great. If you can create tutorials, feature guides, code snippets, reference docs, video walkthroughs, or make any improvement to the current documentation, we could use your help!
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Check out the [README on GitHub](https://github.com/MonoGame/MonoGame/blob/develop/README.md) or [talk with us on discord](https://discord.gg/monogame) to learn how to help!
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Check out the [README on GitHub](https://github.com/MonoGame/MonoGame/blob/develop/README.md) or [talk with us on Discord](https://discord.gg/monogame) to learn how to help!
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