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Merge branch 'feature/link-errors' of https://github.com/AristurtleDev/docs.monogame.github.io into feature/link-errors
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articles/getting_started/1_setting_up_your_development_environment_unix.md

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Create wine prefix:
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```sh
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wget -qO- https://raw.githubusercontent.com/MonoGame/MonoGame/master/Tools/MonoGame.Effect.Compiler/mgfxc_wine_setup.sh | bash
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wget -qO- https://monogame.net/downloads/net6_mgfxc_wine_setup.sh | bash
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```
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If you ever need to undo the script, simply delete the `.winemonogame` folder in your home directory.

articles/preparing_for_consoles.md

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## Third party libraries
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Many third party libraries heavily rely on using reflection or IL emit, this is a common practice for JSON or XML parsers for example.
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Many third party libraries heavily rely on using reflection or IL emit, this is a common practice for JSON or XML parsers for example (and they are the most common source of third party incompatibilities).
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It is advised to choose very carefully the libraries that you are using when porting to consoles. If you do not select them with this in mind, you might run into a situation in which you will have to rewrite entire chunks of data handling.
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The best way to make sure if they will work, is to search if they are **"AOT-compatible"**, or try to compile with the `<EnableTrimAnalyzer>true</EnableTrimAnalyzer>` setting in your `.csproj` and check if there are any warnings related to those libraries.
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For example, here are some parsing libraries known for their compliance with AOT compilation and good handling of memrory:
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- [TurboXML](https://github.com/xoofx/TurboXml)
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- [TinyJSON](https://github.com/zanders3/json)
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On the contrary, Newtonsoft JSON is known to be unsupported (there are modified forks around, but we overall recommend to not use it for games).
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## Native libraries
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If you are using native libraries, make sure that they provide builds for consoles, or make sure that you can compile and run them on consoles yourself.

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