I need a way to write data with minimum allocations, as it possible when read from ReadOnlySequence.
A best way that I found is SpanWriter from side library.
But probably some one knows a better standard solution.
using System.IO.Pipelines
namespace WriteSample
{
public async Task Write()
{
var pipe = new Pipe();
var memory = pipe.Writer.GetMemory(2048);
var writer = new Writer???(memory.Span);
writer.Write((byte)0xFF);
writer.Write((long)12345);
writer.WriteBigEndian((long)12345);
await pipe.Writer.FlushAsync()
}
}
The way provided by the runtime is using BinaryPrimitives:
var span = memory.Span;
span[0] = 0xFF;
BinaryPrimitives.WriteInt64LittleEndian(span.Slice(1), 12345);
BinaryPrimitives.WriteInt64BigEndian(span.Slice(9), 12345);
This does have the disadvantage of meaning you need to keep track of where in the span you've written to so far, unlike e.g. BinaryWriter. I don't know of any types in the runtime to help with this, so you'll probably have to write your own, if you care.
Something like:
public ref struct SpanWriter
{
private Span<byte> span;
public SpanWriter(Span<byte> span) => this.span = span;
public void WriteInt64BigEndian(long value)
{
BinaryPrimitives.WriteInt64BigEndian(span, value);
span = span.Slice(8);
}
}
Related
If someone passes me an ArraySegment<byte> foo and this segment points into a larger buffer, what's the idiomatic way to copy this segment into a fresh new byte[] ?
I tried accessing at foo.Array but this seems to point to the beginning of the larger buffer, not the beginning of the segment.
e.g. the larger buffer could be "blahfoobar" and the ArraySegment points to "foo". I want to get a byte[] with just "foo".
I'm sure it's dead simple, but coming from C++, I can't figure the lingo used in c#.
Creating a new array would be entirely to miss the point of the API, which is to represent a pre-existing segment. In more recent .NET version, Span<T> and ReadOnlySpan<T> would be better choices - they allow you to create an abstraction over contiguous memory without needing the consumer to worry about the Offset etc, as that can be imposed externally. There are constructors on Span<T> and ReadOnlySpan<T> that allow you to deal with aspects so that the consumer never needs to know about them, with the knowledge that on recent runtimes: the JIT will elide bounds checks on spans.
using System;
using System.Text;
namespace ConsoleApp1
{
class Program
{
private static readonly byte[] _initArray = Encoding.ASCII.GetBytes("blahfoobar");
//private static byte[] ArraySegmentToArray(ArraySegment<byte> segment)
//{
// var result = new byte[segment.Count];
// for (int i = 0; i < segment.Count; i++)
// {
// result[i] = segment.Array[i + segment.Offset];
// }
// return result;
//}
private static byte[] ArraySegmentToArray(ArraySegment<byte> segment) =>
segment.ToArray();
static void Main(string[] args)
{
var segFoo = new ArraySegment<byte>(_initArray, 4, 3);
var test = ArraySegmentToArray(segFoo);
}
}
}
But of course it is bad practice. Because if you turn segment to array you allocate memory, and if you use ArraySegment stuff as pointers , you don't allocate memory, actually, that is the main idea of using ArraySegment, because if not the array could be provided as parameters :)
P.S. Commented code just for understanding the idea.
I have some DSP effects coded in the ISampleProvider model. To apply one effect I do this and it works fine.
string filename = "C:\myaudio.mp3";
MediaFoundationReader mediaFileReader = new MediaFoundationReader(filename);
ISampleProvider sampProvider = mediaFileReader.ToSampleProvider();
ReverbSampleProvider reverbSamplr = new ReverbSampleProvider(sampProvider);
IWavePlayer waveOutDevice.Init(reverbSamplr);
waveOutDevice.Play();
How can I apply multiple effects to the same input file simultaneously?
For example, if i have a Reverb effect and Distortion effect providers, how can I chain them together to apply them at the same time to one input file?
Effects can be chained together by passing one as the "source" for the next. So if you wanted your audio to go first through a reverb, and then distortion, you might do something like this, passing the original audio into the Reverb effect, the output of the reverb into the distortion effect and then sending the distortion to the waveOut device.
var reverb = new ReverbSampleProvider(sampProvider);
var distortion = new DistortionSampleProvider(reverb);
waveOutDevice.Init(distortion);
(n.b. NAudio does not come with built in reverb/distortion effects - you must make these yourself or source them from elsewhere)
Mark's answer is correct, but that approach is a pain if you're copy and pasting things around in different orders, because you have to change the variables that you're passing through.
For example, if you start with:
var lpf = new LowPassEffectStream(input);
var reverb = new ReverbEffectStream(lpf);
var stereo = new StereoEffectStream(reverb);
var vol = new VolumeSampleProvider(stereo);
waveOutDevice.Init(vol);
And you want to swap reverb and stereo, a quick copy-paste leaves you with the input variables backwards:
var lpf = new LowPassEffectStream(input);
var stereo = new StereoEffectStream(reverb); // <--
var reverb = new ReverbEffectStream(lpf); // <--
var vol = new VolumeSampleProvider(stereo);
waveOutDevice.Init(vol);
It also makes it easy to fix a parameter but forget to fix another, e.g. fixing the stereo effect to have lpf as its input, but forgetting to fix the reverb effect. This often results in skipped effects in the chain leading to frustrated debugging when the effect appears not to work.
To make things easier and less error-prone when I'm stacking effects together and re-ordering them, I created the following helper class:
class EffectChain : ISampleProvider
{
public EffectChain(ISampleProvider source)
{
this._sourceStream = source;
}
private readonly ISampleProvider _sourceStream;
private readonly List<ISampleProvider> _chain = new List<ISampleProvider>();
public ISampleProvider Head
{
get
{
return _chain.LastOrDefault() ?? _sourceStream;
}
}
public WaveFormat WaveFormat
{
get
{
return Head.WaveFormat;
}
}
public void AddEffect(ISampleProvider effect)
{
_chain.Add(effect);
}
public int Read(float[] buffer, int offset, int count)
{
return Head.Read(buffer, offset, count);
}
}
You can use it like this:
var effectChain = new EffectChain(input);
var lpf = new LowPassEffectStream(effectChain.Head);
effectChain.AddEffect(lpf);
var stereo = new StereoEffectStream(effectChain.Head);
effectChain.AddEffect(stereo);
var reverb = new ReverbEffectStream(effectChain.Head);
effectChain.AddEffect(reverb);
var vol = new VolumeSampleProvider(effectChain.Head);
effectChain.AddEffect(vol);
waveOutDevice.Init(effectChain);
This allows you to quickly re-order effects in the chain, as each effect takes the effect chain's head as an input. If you don't add any effects it just acts as a pass-through. You could easily expand this class to have more methods for managing the contained effects if you wanted to, but as it stands it works quite cleanly.
Good evening; I have an application that has a drop down list; This drop down list is meant to be a list of commonly visited websites which can be altered by the user.
My question is how can I store these values in such a manor that would allow the users to change it.
Example; I as the user, decide i want google to be my first website, and youtube to be my second.
I have considered making a "settings" file however is it practical to put 20+ websites into a settings file and then load them at startup? Or a local database, but this may be overkill for the simple need.
Please point me in the right direction.
Given you have already excluded database (probably for right reasons.. as it may be over kill for a small app), I'd recommend writing the data to a local file.. but not plain text..
But preferably serialized either as XML or JSON.
This approach has at least two benefits -
More complex data can be stored in future.. example - while order can be implicit, it can be made explicit.. or additional data like last time the url was used etc..
Structured data is easier to validate against random corruption.. If it was a plain text file.. It will be much harder to ensure its integrity.
The best would be to use the power of Serializer and Deserializer in c#, which will let you work with the file in an Object Oriented. At the same time you don't need to worry about storing into files etc... etc...
Here is the sample code I quickly wrote for you.
using System;
using System.IO;
using System.Collections;
using System.Xml.Serialization;
namespace ConsoleApplication3
{
public class UrlSerializer
{
private static void Write(string filename)
{
URLCollection urls = new URLCollection();
urls.Add(new Url { Address = "http://www.google.com", Order = 1 });
urls.Add(new Url { Address = "http://www.yahoo.com", Order = 2 });
XmlSerializer x = new XmlSerializer(typeof(URLCollection));
TextWriter writer = new StreamWriter(filename);
x.Serialize(writer, urls);
}
private static URLCollection Read(string filename)
{
var x = new XmlSerializer(typeof(URLCollection));
TextReader reader = new StreamReader(filename);
var urls = (URLCollection)x.Deserialize(reader);
return urls;
}
}
public class URLCollection : ICollection
{
public string CollectionName;
private ArrayList _urls = new ArrayList();
public Url this[int index]
{
get { return (Url)_urls[index]; }
}
public void CopyTo(Array a, int index)
{
_urls.CopyTo(a, index);
}
public int Count
{
get { return _urls.Count; }
}
public object SyncRoot
{
get { return this; }
}
public bool IsSynchronized
{
get { return false; }
}
public IEnumerator GetEnumerator()
{
return _urls.GetEnumerator();
}
public void Add(Url url)
{
if (url == null) throw new ArgumentNullException("url");
_urls.Add(url);
}
}
}
You clearly need some sort of persistence, for which there are a few options:
Local database
- As you have noted, total overkill. You are just storing a list, not relational data
Simple text file
- Pretty easy, but maybe not the most "professional" way. Using XML serialization to this file would allow for complex data types.
Settings file
- Are these preferences really settings? If they are, then this makes sense.
The Registry - This is great for settings you don't want your users to ever manually mess with. Probably not the best option for a significant amount of data though
I would go with number 2. It doesn't sound like you need any fancy encoding or security, so just store everything in a text file. *.ini files tend to meet this description, but you can use any extension you want. A settings file doesn't seem like the right place for this scenario.
On my form I have a button click
private void button1_Click(object sender, EventArgs e)
{
do something
}
How on the click would I load my do something from a text file, for example my text file looks like this:
MessageBox.Show("hello");
label1.Text = "Hello";
on click it does everything in my text file, if possible.
Here is a very simple example, just to prove this is possible. Basically, you use CodeDomProvider to compile source at runtime, then execute using reflection.
var provider = CodeDomProvider.CreateProvider("C#");
string src=#"
namespace x
{
using System;
public class y
{
public void z()
{
Console.WriteLine(""hello world"");
}
}
}
";
var result = provider.CompileAssemblyFromSource(new CompilerParameters(), src);
if (result.Errors.Count == 0)
{
var type = result.CompiledAssembly.GetType("x.y");
var instance = Activator.CreateInstance(type);
type.GetMethod("z").Invoke(instance, null);
}
Edit
As #Agat points out, the OP seems to require a sort of scripting framework (it makes use of label1, a property of the current object), whereas my answer above obviously does not provide that. The best I can think of is a limited solution, which would be to require dependencies to be specified explicitly as parameters in the "script". Eg, write the scripted code like this:
string src = #"
namespace x
{
using System.Windows;
public class y
{
public void z(Label label1)
{
MessageBox.Show(""hello"");
label1.Text = ""Hello"";
}
}
}
";
Now you can have the caller examine the parameters, and pass them in from the current context, again using reflection:
var result = provider.CompileAssemblyFromSource(new CompilerParameters(), src);
if (result.Errors.Count == 0)
{
var type = result.CompiledAssembly.GetType("x.y");
var instance = Activator.CreateInstance(type);
var method = type.GetMethod("z");
var args = new List<object>();
// assume any parameters are properties/fields of the current object
foreach (var p in method.GetParameters())
{
var prop = this.GetType().GetProperty(p.Name);
var field = this.GetType().GetField(p.Name);
if (prop != null)
args.Add(prop.GetValue(this, null));
else if (field != null);
args.Add(field.GetValue(this));
else
throw new InvalidOperationException("Parameter " + p.Name + " is not found");
}
method.Invoke(instance, args.ToArray());
}
Like the other answers have stated, it isn't an easy thing to implement and can possibly be done through reflection depending on how advanced your scripts are.
But no one #BrankoDimitrijevic mentioned Roslyn and it is a great tool. http://msdn.microsoft.com/en-us/vstudio/roslyn.aspx
It hasn't been updated in quite awhile (Sept.2012) and doesn't have all of the features of C# implemented, however, it did have a lot of it implemented when I played around with this release.
By adding your assembly as a reference to the scripting session, you're able to gain access to all of your assembly's types and script against them. It also supports return values so you can return any data that a scripted method generates.
You can find what isn't implemented here.
Below is a quick and dirty example of Roslyn that I just wrote and tested. Should work right out of box after installing Roslyn from NuGet. The small bloat at the initialization of the script engine can easily be wrapped up in a helper class or method.
The key is passing in a HostObject. It can be anything. Once you do, your script will have full access to the properties. Notice that you just call the properties and not the host object in the script.
Basically, your host object will contain properties of the data you need for your script. Don't necessarily think of your host object as just a single data object, but rather a configuration.
public class MyHostObject
{
public string Value1 { get; set; }
public string Value2 { get; set; }
}
public class RoslynTest
{
public void Test()
{
var myHostObject = new MyHostObject
{
Value1 = "Testing Value 1",
Value2 = "This is Value 2"
};
var engine = new ScriptEngine();
var session = engine.CreateSession(myHostObject);
session.AddReference(myHostObject.GetType().Assembly.Location);
session.AddReference("System");
session.AddReference("System.Core");
session.ImportNamespace("System");
// "Execute" our method so we can call it.
session.Execute("public string UpdateHostObject() { Value1 = \"V1\"; Value2 = \"V2\"; return Value1 + Value2;}");
var s = session.Execute<string>("UpdateHostObject()");
//s will return "V1V2" and your instance of myHostObject was also changed.
}
}
No. You can not.
At least in any simple way.
The thing you want is something like eval('do something') from javascript.
That's not possible to do with C#. C# is a language which needs compilation before execution unlike javascript (for instance).
The only way to implement that is to build your own (pretty complicated as for beginner) parser and execute it in such way.
UPDATED:
Actually, as JDB fairly noticed, that's really not the only way. I love programming! There are so many ways to make a freakky (or even sometimes that really can be necessary for some custom interesting tasks (or even learning)!) code. he he
Another approach I've got in my mind is building some .cs file, then compiling it on-the-fly and working with it as some assembly or some other module. Right.
I need to port code from Java to C#. In the Java code, the methods "ByteBuffer.flip()" and "ByteBuffer.slice" is used, and I don't know how to translate this.
I've read this question (An equivalent of javax.nio.Buffer.flip() in c#), but although an answer is given, I cannot figure how to apply it. According to Tom Hawtin, I should "Set the limit to the current position and then set the position to zero" in the underlying array. I am unsure as of how to change these values. (If you could explain the underlying logic, it would help me a lot :)
As for the ByteBuffer.slice, I have no clue on how to translate it.
EDIT: If it can be clearer with the actual code, I'll post it:
Java:
ByteBuffer buff;
buff.putShort((short) 0);
buff.put(customArray);
buff.flip();
buff.putShort((short) 0);
ByteBuffer b = buff.slice();
short size = (short) (customFunction(b) + 2);
buff.putShort(0, size);
buff.position(0).limit(size);
So far, my translation in C#.NET:
BinaryWriter b = new BinaryWriter(); //ByteBuffer buff;
b.Write((short)0); // buff.putShort((short) 0);
b.Write(paramStream.ToArray()); // buff.put(customArray);
b.BaseStream.SetLength(b.BaseStream.Position); // buff.flip; (not sure)
b.BaseStream.Position = 0; // buff.flip; too (not sure)
b.Write((short)0); // buff.putShort((short) 0)
??? // ByteBuffer b = buff.slice();
// Not done but I can do it, short size = (short) (customFunction(b) + 2);
??? // How do I write at a particular position?
??? // buff.position(0).limit(size); I don't know how to do this
Thank you!
EDIT: Changed b.BaseStream.SetLength(b.BaseStream.Length); to b.BaseStream.SetLength(b.BaseStream.Position);, based on the Java docs.
(See See http://java.sun.com/javase/6/docs/api/java/nio/ByteBuffer.html#slice%28%29 and http://java.sun.com/javase/6/docs/api/java/nio/Buffer.html#flip%28%29 for java's calls)
Flip is a quick way to reset the buffer. So for example
(pseudocode)
void flip()
{
Length = currentPos;
currentPos = 0;
}
Allows you to quickly setup the buffer you presumably just wrote to for reading from the beginning.
Update:
Splice is a bit trickier due to the requirement that "Changes to this buffer's content will be visible in the new buffer, and vice versa; the two buffers' position, limit, and mark values will be independent". There unfortunately is no concept of a shared portion of buffer (that i know of - theres always using arrays, detailed below) without making your own class. The closest thing you could do is this:
Old Code:
ByteBuffer b = buff.slice();
New Code (assuming a List)
List<Byte> b= buff;
int bStart = buffPos; // buffPos is your way of tracking your mark
the downside to the code above is that there is no way for c# to hold the new starting point of the new buffer and still share it. You'll have to manually use the new starting point whenever you do anything, from for loops (for i=bStart;...) to indexing (newList[i + bStart]...)
Your other option is to do use Byte[] arrays instead, and do something like this:
Byte[] b = &buff[buffPos];
... however that requires unsafe operations to be enabled, and I cannot vouch for its saftey, due to the garbage collector and my avoidance of the "unsafe" features.
Outside of that, theres always making your own ByteBuffer class.
Untested, but if I understand the java bits correctly, this would give you an idea on how to implement.
public class ByteBuffer {
private int _Position;
private int _Capacity;
private byte[] _Buffer;
private int _Start;
private ByteBuffer(int capacity, int position, int start, byte[] buffer) {
_Capacity = capacity;
_Position = position;
_Start = start;
_Buffer = buffer;
}
public ByteBuffer(int capacity) : this(capacity, 0 , 0, new byte[capacity]) {
}
public void Write(byte item) {
if (_Position >= _Capacity) {
throw new InvalidOperationException();
}
_Buffer[_Start + _Position++] = item;
}
public byte Read() {
if (_Position >= _Capacity) {
throw new InvalidOperationException();
}
return _Buffer[_Start + _Position++];
}
public void Flip() {
_Capacity = _Position;
_Position = _Start;
}
public ByteBuffer Slice() {
return new ByteBuffer(_Capacity-_Position, 0, _Position, _Buffer);
}
}