As a mini legal note, I want to say that this Roadmap is subject to change and the info presented is directed to show parts that I found them interesting.
So what was done in the last 10 days?
- the optimizations setup is program wide: it is put in a part of logic that will handle the command line parameters. In the past, the coder had to set at every function compilation step which optimizations were wanted. So in future, the command line will set all optimizations (based on optimization level)
- the methods do not reside in class header anymore: this makes possible to have a saner looking code, as classes will store only their state. There is a clearer name-mangling scheme.
- types (System.Type, and System.Assembly) are mapped to classes that will be in future serializable: this is critical for future plan to to not compile everything at every compiler instantiation
- added CodeRefactor.OpenRuntime assembly: this part is critical to define runtime functions in C#.
This sample class maps System.Math class logic. Not all methods are mapped, but is a clear way to write a code that doesn't imply that users have to write and tweak a C++ library (as it was done before).
This generator code is cleaned a lot. The mapping of types made things a bit more complex, but in future I expect that the code will be more simplified.[MapType(typeof(Math))] public class CrMath { [CppMethodBody(Header="math.h", Code="return sin(d);")] public static double Sin(double d) { return 0; } [CppMethodBody(Header = "math.h", Code = "return cos(d);")] public static double Cos(double d) { return 0; } [CppMethodBody(Header = "math.h", Code = "return sqrt(d);")] public static double Sqrt(double d) { return 0; } }
The other improvement is that some methods can be mapped as C# methods. So the case of: Console.WriteLine(float value) is mapped in fact to CrConsole.WriteLine(float value); which in turn calls CrConsole.WriteLine(double float); which itself is a C++ method. If the code calls both methods - WriteLine (double) and WriteLine(float) - the code is linked once[MapType(typeof (Console))] public class CrConsole { [CppMethodBody(Header = "stdio.h", Code = "printf(\"%lf\\n\", value);")] public static void WriteLine(double value) { } [CppMethodBody(Header = "stdio.h", Code = "printf(\"%d\\n\", value);")] public static void WriteLine(int value) { } [CilMethod] public static void WriteLine(float value) { WriteLine((double)value); } }
Roadmap
So the code as it is, it looks to support some .Net programs (1.1 ones), so what seems the next part that is important to be done?
- make possible to save/restore a compilation result. The plan at least is that if you compile a huge project (even right now it doesn't work, as the CIL support is not so extensive as a part of CodeRefractor side) is to reuse the assemblies are already compiled. This saves time and make easier to debug cases. As CR represents the data in an intermediary format, this is somewhat easier to be debugged and tracked
- make PInvoke to work: PInvoke is the next logical step of making "real programs" to work. The next item happen often with PInvoke so this will be also a high priority
- make Unsafe to work: this item makes possible to do under-the-cover operations, like Array.Copy to work with an optimized way. Also, it goes really often with PInvoke as many times PInvoke uses pointers to various structures
- make ldtoken instruction to work: CIL support is not complete, and one instruction that happen fairly often is: ldtoken. This instruction is executed to initialize arrays as raw data. This requires marshalling support, unsafe support (previous item) and better type representation as part of CR (this part that was started and partially done in the previous days)
What is not yet planned (where you can help):
- make a sane command line parsing: right now the input assembly, output .exe are hardcoded. The same is about optimizations, output folder, picking the compiler (is hardcoded to GCC that has to be inside the folder: C:\Oss\DevCpp).
- generics: they are very useful (and they they are going to be implemented, in an undefined time in future), but Generics are almost useless without a generic collections library. And this will take time.
- Linux/OS X/support: it should work with Linux (in fact the changes are so minimal, that I ask even myself when I will add support for it), but MonoDevelop/XamarinStudio does load the solution but when a crash happens, the debugger did not work so gracefully. So setting all parts take a lot of time of configuring and tracking down issues. If you have time and you want to try it, I am ready to support you, but this task should work without any advanced C# experience
- String and Steam support: there is a minimal support for strings, and PInvoke support will simplify and make possible some string handling, but String is an extensive class, used in very many places
- Reflection: this is like Generics, it'll certainly be done (once), but the System.Type reflection requires many systems to be in place, like a Type's table, and many runtime functions to make it happen
- an installer: this depends on Command line parsing (at least), but is fairly straight forward to be done
- many more...