Output a Roslyn MSBuildWorkspace to different folder - c#

When executing
mSBuildWorkspace.TryApplyChanges(solution);
Visual Studio changes the solution in place. This means that if I want to output to a different location, I need to first copy the whole solution to the requested target and only then work on it. This is error prone as the solution might have relative path links to dependencies, which can break when moving the solution.
So is there a way to tell MSBuildWorkspace to output the changes to a different folder than the source?

There's no built-in support for this.
Option #1: Instead of instead of calling TryApplyChanges you could call Solution.GetChanges to figure out what changed compared to what was originally loaded, and then call the various methods to get the changed documents and apply the edit yourself. This means you're on the hook to actually apply the edits -- source file edits are easy (just write the updated text) but if you care about more complicated things like project changes (adding/removing references) you don't really have a way to leverage MSBuildWorkspace's support for those sorts of things.
Option #2: Roslyn's open source, so you'd have to modify MSBuildWorkspace yourself to allow such a redirection, which would let you potentially try to reuse some of the more complicated logic around project manipulation. Or you can just copy/paste the implementation of the applying, and then use Solution.GetChanges and the reused code.

Related

Exclude other methods, variables and classes that are not needed for your method to work

You load a foreign code example with libraries attached to it in Visual Studio. Now there is a method that you want to reuse in your code. Is there a function in VS that lets you strip the code from all unnecessary code to only have code left that is necessary for your current method to run?
It is not about the library. Loading a .sln or .csproj and having classes over classes when you just want one method out of it is a waste of performance, ram and space. It is about code you can easily omit or references(what I call libraries) you can easily omit. A part-question of this is: Which "using" statement do you need that is only necessary for your current method and the methods that pass paramaters to it? In short, showing relevant code only. Code that is tied to each other.
Let's use an example: You go to github and download source code in c#. Let's call the solution S. You open S in Visual Studio. You don't disassemble, you just load the source code of S, that is there in plain text. Then you find a method M - in plain text - that you want to use. M contains some objects whose classes were defined somewhere in the project. The goal is to recreate the surrounding only for this method to copy & paste it into my own solution without having red underlined words in almost every line within the method
after reading the question and the comments, I think I have a vague idea what you are referring to.
In case we ignore the context of the method you are referring, you can extract any code piece from a "library" by using a .NET decompiler and assembly browser.
There are many of them for free, such as:
dotPeek,
ILSpy
...
This will allow you to see the method's code. From there on, you can proceed as you like. In case your copy the method to your code base, you might still have to change it a bit in order to adapt it to work with your objects and context. If you don't, this will give you insight on how the method works and might help you to understand the logic, so you can write your own.
Disclaimer: With this post, I am pointing out that it is possible to extract code from an assembly. I am not discussing the ethics or legal perspective behind such actions.
Hope this helps,
Happy Coding!
If it`s just one method, look at the source code and copy it to your libarary. Make sure you make a comment where you obtained the code and who has the copyright! Don't forget to include the licence, which you should have done with a libary reference anyway.
That said it is currently not (official) possible to automaticly remove unused public declared code from a library (assembly). This process is called Treeshaking by the way. Exception: .NET Native.
But .NET Native is only available for Windows Store Apps. You can read more about it here.
That said, we have the JIT (Just in Time)-Compiler which is realy smart. I wouldn't worry about a few KB library code. Spend your time optimizing your SQL Queries and other bottlenecks. The classes are only loaded, when you actualy use them.
Using some unstable solutions or maintaining a fork of a library, where you use more then one method (with no documentation and no expertise, since it is your own fork) isn't worth the headache, you will have!
If you realy want to go the route of removing everything you do not want, you can open the solution, declare everything as internal (search and replace is your friend) and restore the parts to public, which are giving you are Buildtime error / Runtime error (Reflection). Then remove everything which is internal. There are several DesignTime tools like Resharper, which can remove Dead Code.
But as I said, it's not worth it!
For .NET Core users, in 6-8 weeks, we have the .NET IL Linker as spender has commented, it looks promising. What does this mean? The .NET framework evolves from time to time. Let it envolve and look at your productivity in the meantime.

Partially reference a DLL

I have a library DLL full with sort algorithmn, parsers, validators, converters etc. The DLL is about 40 Mb (that is not much I know but still). Now I would like to reference just the parsers of that DLL. The point is to get out those parsers without shipping 40 Mb to the customer.
Is there a way everytime I make a release build to just take those up-to-date parsers from my library, store them into some kind of .partialDll file and deliver only them to the customer? The result would be me keeping all my helper classes in one big library which keeps growing and the customers get just what they ordered..
I guess I would need to deal with alot of reflection to achieve something like this, right? Any ideas?
Let me start with a quote from MSDN:
"Assemblies are the building blocks of .NET Framework applications; they form the fundamental unit of deployment […]."
Note that the quote is about assemblies, not about DLLs. There's a difference!
Although most .NET assemblies consist of exactly one DLL file, that is not a strict requirement: An assembly can in fact consist of more than one file; such a "multi-file assembly" can, for instance, consist of several DLLs, which in turn are called "netmodules". (A netmodule might have a .netmodule file extension by convention, but it's really a DLL containing .NET metadata and bytecode.) Each multi-file assembly has exactly one "main" module which carries the metadata that references all the other assembly files and so ties them together into a logical whole.
While an assembly has to be deployed in full (as per the above quote), the .NET runtime can load only those netmodules that are actually required for JIT code compilation and execution.
So you can split up an assembly into several parts, and have the runtime load only what is actually needed; but you cannot do the same to a netmodule / DLL file. A DLL file can only be deployed and loaded in its entirety.
Note also that Visual Studio's support for netmodules is non-existent for all practical purposes, so most people don't use them, which is why you see so few multi-file assemblies in the real world.
The bottom line is this: In practice, if you or your clients are interested in only a part of an assembly ("DLL"), then it's usually easier to split a large assembly (that is, one large Visual Studio project) into several inter-dependent assemblies (several smaller Visual Studio projects).
In general, no, there is no way to achieve that. Once you pack "everything" into a module and compile it, you can't split that module later into smaller ones. (well, ok, you can analyze the bytecode and rewrite the assembly, see the end of this post).
For me, your nullhypothesis seems wrong. You don't need to work with "one huge library that keeps all your helper classes", and really, you dont want, or you will not want to either. If you don't feel like that, I assure you that in time, years maybe, you will hate such one-to-have-it-all approach.
This is exactly what you want to escape from and this is why .Net and many other languages/environments support concept of "libraries" or "modules" and allow you to use multiple of them, and that's why most of the projects you see everywhere aren't created as "one huge EXE". It's much easier to reuse, analyze and even hunt bugs when you have it in smaller chunks.
--
However, if you'd insist, there are ways (ugly) to achive something-like you think. I assume that the "huge DLL" is in C# and is controlled by you.
First, somewhat naiive but working way, is to use "file links". In VisualStudio you can have a project that contains tons of files and producess a BigDLL "all.dll", and just by its side you can create another project that will not contain any files at all, but that will contain links to the first projects' files. Use typical "Add a file.." option to a project and note that near the final "Add" button there's a down arrow that expands to "Add as link..".
This will cause the file to stay in HugeProject, but the SmallProject will see the file too and when SmallProject is compiled, it will pull the code from that file too.
Note that this way you will actually build two separate modules assemblies: big one and small one, and your final product will need to reference the small one.
This way is naiive and ugly, it is just as if you manually copied/splitted the huge project into smaller ones, but with the tiny advantage is that you don't need to copy the code files around.
--
intermission for side-thoughts:
you can use #if to conditionally turn off some currently-unused code, however setting the flags that drive those IFs will be cumbersome
you can edit .csproj files and use MSBuild conditional clauses to automatically exclude unused code files from your HugeProject during final builds, however setting the flags that drive those IFs will be cumbersome too
--
The second way is to keep everything in the HugeProject, and to have your application(s) reference it directly, and then after building and testing everything, just before packing that and sending to customer - use some kind of trimming utility that will check what parts of code are referenced and that will remove all dead code from the assemblies. I can't give you any name for such utility, but many obfuscators come with such feature.
They will run through your compiled code, cross-reference everything, change/remove/trash class/method/propertynames and also they may as a bonus remove unused bits. Then, they'll write mangled assemblies back to disk ensuring that they reference each other and not the original ones from before mangling.
example: See a question related to that
example: See an example of such utility also consider ILMerge for better results.
Cons - utility may leave some trash it couldn't decide whether it is used or not, finding/testing/buying it may take some time and resources, you can have some signing problems since the stripped-assembly will be a brand new assembly, etc. Also, such utilities have problems if you invoke some code only by reflection and it may require you to provide some extra hints or to make sure the code "seems to be used" (example: a whole namespace of "plugins" that implement "IPlugin" and then your app searched that NS for Types and uses Activator.CreateInstance to instantiate them; no hard-linked usages, trimmer may decide to remove all plugins as "unused"; you'll need to configure trimmer carefully or be suprised).
Probably a few other ways could be found too, but seriously, in most of the times, you don't want to waste your time on that, especially manually. So just tidy up your code and split it into small libs, or start looking for automatic obfuscator&trimmer.

Reading from a file inside a VS solution

I have an xml file that I want to include along with my program as a template. I would prefer that it be bundled with the .exe when the project is completed.
Is this possible?
If so, how should I reference it in the code? I would assume that referencing "myXML.xml" won't work because, if it is included, the file no longer exists as a standalone object.
An alternative idea is to copy/paste the contents into string, but that seems like a bad idea in so many ways. (It's 900 lines.)
Ideas?
Thank you.
The real motivation behind this is I really prefer standalone executables rather than making the user go through the installation process. Additionally there's the extra benefit that they're less likely to f- it up.
This is quite simple to do, you can store files in any .NET assembly as "Embedded Resources", which can be then accessed at runtime.
See the Microsoft article here for a detailed rundown on how to do this.
Another way is resource files, http://msdn.microsoft.com/en-us/library/7k989cfy%28v=vs.80%29.aspx

MSBuild task to get update FileAssemblyVersion for only projects with changes

Is there any way, using msbuild or otherwise, to detect which projects have changes in the current build and update the FileAssemblyVersion attribute in AssemblyInfo.cs for those projects only?
Assuming you've set up incremental [get and] compiles, the next step would be to hook into the MSBuild sequence. Have a look in FrameworkDir\Microsoft.Common.Targets. The problem is that things just are not set up to work in this way - the fact that there are _TimestampBeforeCompile and _TimeStampAfterCompile steps which just show that you cant determine a priori if something is going to compile. While you could theoretically hook in before [the language specific] CoreCompile [e.g., in Microsoft.CSharp.targets], the problem would be that you need to have the same Inputs as it does in order to determine if its going to happen, which would mean lots of cut and pasting and keeping in sync with system files. The other thing to be wary of is noted in the comment at the top of the _ComputeNonExistentFileProperty target.
So, outside of doing some very deep modifications to the sequence (e.g., hooking in a 'post build' bit which forces a second compile if a custom _TimeStampAfterCompile of yours detects that a compilation took place, I'd say there's no easy, recommended or supported way.
Having said that, the AssemblyFileVersion (you refer to FileAssemblyVersion, which doesnt exist :P) is easy to modify after the compile as its just a resource - you'll find tools for that. But I assume you're really talking about doing both it and the AssemblyVersion, which cant be tweaked after the fact in the same way.

Application-wide Restriction of objects, methods etc

I have a very theoretical question: Is there a way to ban the use of some methods, objects etc. inside of my application/project map in C#, .Net and/or Visual Studio?
To be more specific: I'm developing a DMS System where it should never be possible to delete files from an archive. The archived files are just files inside a Windows folder structure.
So, whenever someone tries to perform a System.IO.File.Delete() this should be forbidden. Instead I would force to use a custom-made FileDelete()-method which always ensures that the file to delete is not a file from inside an archive.
(This doesn't have to happen automatically. It's ok when there is an error/exception that informs the developer of a banned method-call.)
Another way to implement this could be to observe all calls of System.IO.File.Delete() at runtime, catch them and execute my own FileDelete()-method.
Of course these are a really theoretical questions but I would just know if there could be a way to implement this.
P.S.: I'm using C# with Visual Studio 2005. So it doesn't matter if I can realize this through my programming language or by Visual Studio (or by any other way I forgot).
Wouldn't it be simpler to control delete permissions to the archived files?
you can define methods and adorn them with declarative security attributes
http://msdn.microsoft.com/en-us/library/dswfd229.aspx
HTH
The closest I can come to a solution is to write you own System.IO.File class and keeping that in exe project. That way you'll get a ambiguity compile error that can be resolved with giving you own implementation in an alias (using File=System.IO.File, Version=[version], cultuer=[correct culture], publicKey=[public key]). If you're unsure about what to write make a break point and write something like ?typeof(System.IO.File).AssemblyQualifiedName in the immediate window.
It's not bullet proof but at least it will enforce the developer to be concious about the decision and you could even (tho I personally wouldn't do it) change the default class template to include the using directive for every class
Not for existing library functions.
For your own code, you could apply code-access-security on methods, but code running as "full trust" will breeze past this; so to check for abuse via reflection you would probably have to check the caller manually (Assembly.GetCallingAssembly) - which is painful and still not 100% robust...
There is specific file/IO permissions, but again full trust will ignore it.
I think "no" is a safer answer.
One way you could go about doing this is to create a special user account and only grant that account the permissions necessary to remove the files.
Just keep in mind that the user is in control of his computer (if he has administrative privileges ;) and while you can put some obstacles in his way there really is nothing you can do about it (and that's the way it should be).
What about writing your own FxCop rule for that case?
With such a rule it will be impossible to compile if you treat warnings as errors.

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