ValueLink is a C# Library for creating and managing multiple links between objects.
It's like generic collections for objects, like List<T>
for T
, but ValueLink is more flexible and faster than generic collections.
This document may be inaccurate. It would be greatly appreciated if anyone could make additions and corrections.
日本語ドキュメントはこちら
Visual Studio 2022 or later for Source Generator V2.
C# 12 or later for generated codes.
.NET 8 or later target framework.
First, install ValueLink using Package Manager Console.
Install-Package ValueLink
This is a sample code to use ValueLink.
using System;
using System.Collections.Generic;
using ValueLink;
namespace ConsoleApp1;
[ValueLinkObject] // Annote a ValueLinkObject attribute.
public partial class TestClass // Partial class is required for source generator.
{
[Link(Type = ChainType.Ordered)] // Sorted link associated with id.
private int id; // Generated value name: IdValue (Name + Value), chain name: IdChain (Name + Chain)
// Generated value is for changing values and updating links.
// Generated link is for storing information between objects, similar to a node in a collection.
[Link(Type = ChainType.Ordered)] // Sorted link associated with name.
public string Name { get; private set; } = string.Empty; // Generated property name: NameValue, chain name: NameChain
[Link(Type = ChainType.Ordered, Accessibility = ValueLinkAccessibility.Public)] // Sorted link associated with age.
[Link(Name = "AgeRev", Type = ChainType.ReverseOrdered)] // Specify a different name for the target in order to set up multiple links.
private int age; // Generated property name: AgeValue, chain name: AgeChain
[Link(Type = ChainType.StackList, Name = "Stack")] // Stack
[Link(Type = ChainType.List, Name = "List")] // List
public TestClass(int id, string name, int age)
{
this.id = id;
this.Name = name;
this.age = age;
}
public override string ToString() => $"ID:{this.id,2}, {this.Name,-5}, {this.age,2}";
}
public class Program
{
public static void Main(string[] args)
{
Console.WriteLine("ValueLink Quick Start.");
Console.WriteLine();
var g = new TestClass.GoshujinClass(); // Create a Goshujin (Owner) instance
new TestClass(1, "Hoge", 27).Goshujin = g; // Create a TestClass and associate with the Goshujin (Owner)
new TestClass(2, "Fuga", 15).Goshujin = g;
new TestClass(1, "A", 7).Goshujin = g;
new TestClass(0, "Zero", 50).Goshujin = g;
ConsoleWriteIEnumerable("[List]", g.ListChain); // ListChain is virtually List<TestClass>
/* Result; displayed in the order in which they were created.
ID: 1, Hoge , 27
ID: 2, Fuga , 15
ID: 1, A , 7
ID: 0, Zero , 50 */
Console.WriteLine("ListChain[2] : "); // ListChain can be accessed by index.
Console.WriteLine(g.ListChain[2]); // ID: 1, A , 7
Console.WriteLine();
ConsoleWriteIEnumerable("[Sorted by Id]", g.IdChain);
/* Sorted by Id
ID: 0, Zero , 50
ID: 1, Hoge , 27
ID: 1, A , 7
ID: 2, Fuga , 15 */
ConsoleWriteIEnumerable("[Sorted by Name]", g.NameChain);
/* Sorted by Name
ID: 1, A , 7
ID: 2, Fuga , 15
ID: 1, Hoge , 27
ID: 0, Zero , 50 */
ConsoleWriteIEnumerable("[Sorted by Age]", g.AgeChain);
/* Sorted by Age
ID: 1, A , 7
ID: 2, Fuga , 15
ID: 1, Hoge , 27
ID: 0, Zero , 50 */
ConsoleWriteIEnumerable("[Sorted by Age in reverse order]", g.AgeRevChain);
/* Sorted by Age
ID: 0, Zero , 50
ID: 1, Hoge , 27
ID: 2, Fuga , 15
ID: 1, A , 7
*/
var t = g.ListChain[1];
Console.WriteLine($"{t.NameValue} age {t.AgeValue} => 95"); // Change Fuga's age to 95.
t.AgeValue = 95;
ConsoleWriteIEnumerable("[Sorted by Age]", g.AgeChain);
/* AgeChain will be updated automatically.
ID: 1, A , 7
ID: 1, Hoge , 27
ID: 0, Zero , 50
ID: 2, Fuga , 95 */
ConsoleWriteIEnumerable("[Stack]", g.StackChain);
/* Stack chain
ID: 1, Hoge , 27
ID: 2, Fuga , 95
ID: 1, A , 7
ID: 0, Zero , 50 */
t = g.StackChain.Pop(); // Pop an object. Note that only StackChain is affected.
Console.WriteLine($"{t.NameValue} => Pop");
t.Goshujin = null; // To remove the object from other chains, you need to set Goshujin to null.
Console.WriteLine();
ConsoleWriteIEnumerable("[Stack]", g.StackChain);
/* Zero is removed.
ID: 1, Hoge , 27
ID: 2, Fuga , 95
ID: 1, A , 7 */
var g2 = new TestClass.GoshujinClass(); // New Goshujin2
t = g.ListChain[0];
Console.WriteLine($"{t.Name} Goshujin => Goshujin2");
Console.WriteLine();
t.Goshujin = g2; // Change from Goshujin to Goshujin2.
ConsoleWriteIEnumerable("[Goshujin]", g.ListChain);
ConsoleWriteIEnumerable("[Goshujin2]", g2.ListChain);
/*
* [Goshujin]
ID: 2, Fuga , 95
ID: 1, A , 7
[Goshujin2]
ID: 1, Hoge , 27*/
// g.IdChain.Remove(t); // Exception is thrown because this object belongs to Goshujin2.
// t.Goshujin.IdChain.Remove(t); // No exception.
Console.WriteLine("[IdChain First/Next]");
t = g.IdChain.First; // Enumerate objects using Link interface.
while (t != null)
{
Console.WriteLine(t);
t = t.IdLink.Next; // Note that Next is not a Link, but an object.
}
Console.WriteLine();
Console.WriteLine("Goshujin.Remove");
g.Remove(g.ListChain[0]); // You can use Remove() instead of 'g.ListChain[0].Goshujin = null;'
ConsoleWriteIEnumerable("[Goshujin]", g.ListChain);
static void ConsoleWriteIEnumerable<T>(string? header, IEnumerable<T> e)
{
if (header != null)
{
Console.WriteLine(header);
}
foreach (var x in e)
{
Console.WriteLine(x!.ToString());
}
Console.WriteLine();
}
}
}
Performance is the top priority.
Although ValueLink do a little bit complex process than generic collections, ValueLink works faster than generic collections.
This is a benchmark with the generic collection SortedDictionary<TKey, TValue>
.
The following code creates an instance of a collection, creates a H2HClass and adds to the collection in sorted order.
var g = new SortedDictionary<int, H2HClass>();
foreach (var x in this.IntArray)
{
g.Add(x, new H2HClass(x));
}
This is the ValueLink version and it does almost the same process (In fact, ValueLink is more scalable and flexible).
var g = new H2HClass2.GoshujinClass();
foreach (var x in this.IntArray)
{
new H2HClass2(x).Goshujin = g;
}
The result; ValueLink is faster than plain SortedDictionary<TKey, TValue>
.
Method | Length | Mean | Error | StdDev | Gen 0 | Gen 1 | Gen 2 | Allocated |
---|---|---|---|---|---|---|---|---|
NewAndAdd_SortedDictionary | 100 | 7,209.8 ns | 53.98 ns | 77.42 ns | 1.9379 | - | - | 8112 B |
NewAndAdd_ValueLink | 100 | 4,942.6 ns | 12.28 ns | 17.99 ns | 2.7084 | 0.0076 | - | 11328 B |
When it comes to modifying an object (remove/add), ValueLink is much faster than the generic collection.
Method | Length | Mean | Error | StdDev | Gen 0 | Gen 1 | Gen 2 | Allocated |
---|---|---|---|---|---|---|---|---|
RemoveAndAdd_SortedDictionary | 100 | 1,491.1 ns | 13.01 ns | 18.24 ns | 0.1335 | - | - | 560 B |
RemoveAndAdd_ValueLink | 100 | 524.1 ns | 3.76 ns | 5.63 ns | 0.1717 | - | - | 720 B |
ValueLink works by adding an inner class and some properties to the existing class.
The actual behavior is
- Adds an inner class named
GoshujinClass
to the target object. - Adds a property named
Goshujin
to the target object. - Creates a property which corresponds to the member with a Link attribute. The first letter of the property will be capitalized. For example,
id
becomesId
. - Creates a
Link
field. The name of the field will the concatenation of the property name andLink
. For example,Id
becomesIdLink
.
The terms
Object
: An object that stores information and is the target to be connected.Goshujin
: An owner class of the objects. It's for storing and manipulating objects.Chain
: Chain is like a generic collection. Goshujin can have multiple Chains that manage objects in various ways.Link
: Link is like a node. An object can have multiple Links that hold information about relationships between objects.
This is a tiny class to demonstrate how ValueLink works.
public partial class TinyClass // Partial class is required for source generator.
{
[Link(Type = ChainType.Ordered)] // Add a Link attribute to a member.
private int Id;
}
When building a project, ValueLink first creates an inner class called GoshujinClass
. GoshujinClass
is an owner class for storing and manipulating multiple TinyClass
instances.
public sealed class GoshujinClass : IGoshujin // IGoshujin is a base interface for Goshujin
{// Goshujin-sama means an owner in Japanese.
public GoshujinClass()
{
// IdChain is a collection of TinyClass that are maintained in a sorted order.
this.IdChain = new(this, static x => x.__gen_cl_identifier__001, static x => ref x.IdLink);
}
public OrderedChain<int, TinyClass> IdChain { get; }
}
The following code adds a field and a property that holds a Goshujin
instance.
private GoshujinClass? __gen_cl_identifier__001; // Actual Goshujin instance.
public GoshujinClass? Goshujin
{
get => this.__gen_cl_identifier__001; // Getter
set
{// Set a Goshujin instance.
if (value != this.__gen_cl_identifier__001)
{
if (this.__gen_cl_identifier__001 != null)
{// Remove the TinyClass from the previous Goshujin.
this.__gen_cl_identifier__001.IdChain.Remove(this);
}
this.__gen_cl_identifier__001 = value;// Set a new value.
if (value != null)
{// Add the TinyClass to the new Goshujin.
value.IdChain.Add(this.Id, this);
}
}
}
}
Finally, ValueLink adds a link and a property which is used to modify the collection and change the value.
public OrderedChain<int, TinyClass>.Link IdLink; // Link is like a Node.
public int IdValue
{// Property "IdValue" is created from a member "Id".
get => this.Id;
set
{
if (value != this.Id)
{
this.Id = value;
// IdChain will be updated when the value is changed.
this.Goshujin.IdChain.Add(this.Id, this);
}
}
}
Chain is like a generic collection. Goshujin
can have multiple chains corresponding to the Link attributes.
ValueLink provides several kinds of chains.
Name | Structure | Access | Add | Remove | Search | Sort | Enum. |
---|---|---|---|---|---|---|---|
ListChain |
Array | Index | O(1) | O(n) | O(n) | O(n log n) | O(1) |
LinkedListChain |
Linked list | Node | O(1) | O(1) | O(n) | O(n log n) | O(1) |
QueueListChain |
Linked list | Node | O(1) | O(1) | O(n) | O(n log n) | O(1) |
StackListChain |
Linked list | Node | O(1) | O(1) | O(n) | O(n log n) | O(1) |
OrderedChain |
RB Tree | Node | O(log n) | O(log n) | O(log n) | Sorted | O(log n) |
ReverseOrderedChain |
RB Tree | Node | O(log n) | O(log n) | O(log n) | Sorted | O(log n) |
UnorderedChain |
Hash table | Node | O(1) | O(1) | O(1) | - | O(1) |
ObservableChain |
Array | Index | O(1) | O(n) | O(n) | O(n log n) | O(1) |
If you want a new chain to be implemented, please let me know with a GitHub issue.
Link is like a node. An object can have multiple Links that hold information about relationships between objects.
Each link corresponds to a chain.
Serializing multiple linked objects is a complicated task. However, with Tinyhand, you can easily serialize/deserialize objects.
All you need to do is install Tinyhand
package and add a TinyhandObject
attribute and Key
attributes to the existing object.
Install-Package Tinyhand
[ValueLinkObject]
[TinyhandObject] // Add a TinyhandObject attribute to use TinyhandSerializer.
public partial class SerializeClass
{
[Link(Type = ChainType.Ordered, Primary = true)] // Set primary link that is guaranteed to holds all objects in the collection in order to maximize the performance of serialization.
[Key(0)] // Add a Key attribute to specify the key for serialization as a number or string.
private int id;
[Link(Type = ChainType.Ordered)]
[Key(1)]
private string name = default!;
public SerializeClass()
{// Default constructor is required for Tinyhand.
}
public SerializeClass(int id, string name)
{
this.id = id;
this.name = name;
}
}
Test code:
var g = new SerializeClass.GoshujinClass(); // Create a new Goshujin.
new SerializeClass(1, "Hoge").Goshujin = g; // Add an object.
new SerializeClass(2, "Fuga").Goshujin = g;
var st = TinyhandSerializer.SerializeToString(g); // Serialize the Goshujin to string.
var g2 = TinyhandSerializer.Deserialize<SerializeClass.GoshujinClass>(TinyhandSerializer.Serialize(g)); // Serialize to a byte array and deserialize it.
ValueLink offers several different isolation levels.
There is no additional code generated for isolation
For lock-based concurrency control, the following code is added to the Goshujin
class.
Please lock the SyncObject
on the user side to perform exclusive operations.
public object SyncObject { get; }
[ValueLinkObject(Isolation = IsolationLevel.Serializable)]
public partial record SerializableRoom
{
[Link(Primary = true, Type = ChainType.Ordered, AddValue = false)]
public int RoomId { get; set; }
public SerializableRoom(int roomId)
{
}
}
Unlike the above-mentioned Isolation levels, a lot of code is added.
Essentially, Objects become immutable, allowing for arbitrary reads. To write, you need to retrieve the object by calling TryLock()
from the Goshujin
class and then invoke Commit()
.
// An example of an object with the IsolationLevel set to RepeatableRead.
[TinyhandObject]
[ValueLinkObject(Isolation = IsolationLevel.RepeatableRead)]
public partial record RepeatableClass
{// Record class is required for IsolationLevel.RepeatableRead.
public RepeatableClass()
{// Default constructor is required.
}
public RepeatableClass(int id)
{
this.Id = id;
}
// A unique link is required for IsolationLevel.RepeatableRead, and a primary link is preferred for TinyhandSerializer.
[Key(0)]
[Link(Primary = true, Unique = true, Type = ChainType.Ordered)]
public int Id { get; private set; }
[Key(1)]
public string Name { get; private set; } = string.Empty;
[Key(2)]
public List<int> IntList { get; private set; } = new();
public override string ToString()
=> $"Id: {this.Id.ToString()}, Name: {this.Name}";
public static void Test()
{
var g = new RepeatableClass.GoshujinClass(); // Create a goshujin.
g.Add(new RepeatableClass(0)); // Adds an object with id 0.
using (var w = g.TryLock(1, TryLockMode.Create))
{// Alternative: adds an object with id 1.
w?.Commit(); // Commit the change.
}
var r0 = g.TryGet(0);
Console.WriteLine(r0?.ToString()); // Id: 0, Name:
Console.WriteLine();
using (var w = g.TryLock(0))
{
if (w is not null)
{
w.Name = "Zero";
w.Commit();
}
}
}
}
By adding methods within the class, you can determine whether to link or not, and add code to perform actions after the link has been added or removed.
[ValueLinkObject]
public partial class AdditionalMethodClass
{
public static int TotalAge;
[Link(Type = ChainType.Ordered)]
private int age;
protected bool AgeLinkPredicate()
{// bool Name+Link+Predicate(): Determines whether to add the object to the chain or not.
return this.age >= 20;
}
protected void AgeLinkAdded()
{// void Name+Link+Added(): Performs post-processing after the object has been added to the chain.
TotalAge += this.age;
}
protected void AgeLinkRemoved()
{// void Name+Link+Removed(): Performs post-processing after the object has been removed from the chain.
TotalAge -= this.age;
}
}
If you want to create multiple goshujins from a single class, use TargetMember
property.
public class BaseClass
{// Base class is not ValueLinkObject.
protected int id;
protected string name = string.Empty;
}
[ValueLinkObject]
public partial class DerivedClass : BaseClass
{
// Add Link attribute to constructor and set TargetMember.
[Link(TargetMember = nameof(id), Type = ChainType.Ordered)]
[Link(TargetMember = nameof(name), Type = ChainType.Ordered)]
public DerivedClass()
{
}
}
[ValueLinkObject]
public partial class DerivedClass2 : BaseClass
{
// Multiple ValueLinkObject can be created from the same base class.
[Link(TargetMember = nameof(id), Type = ChainType.Unordered)]
[Link(TargetMember = nameof(name), Type = ChainType.ReverseOrdered)]
public DerivedClass2()
{
}
}
/*[ValueLinkObject] // Error! Derivation from other ValueLink objects is not supported.
public partial class DerivedClass3 : DerivedClass
{
[Link(Type = ChainType.Ordered)]
protected string name2 = string.Empty;
}*/
By adding a Link
attribute and setting AutoNotify
to true, ValueLink can implement the INotifyPropertyChanged
pattern automatically.
[ValueLinkObject]
public partial class AutoNotifyClass
{
[Link(AutoNotify = true)] // Set AutoNotify to true.
private int id;
public void Reset()
{
this.SetProperty(ref this.id, 0); // Change the value manually and invoke PropertyChanged.
}
}
Test code:
var c = new AutoNotifyClass();
c.PropertyChanged += (s, e) => { Console.WriteLine($"Id changed: {((AutoNotifyClass)s!).idValue}"); };
c.idValue = 1; // Change the value and automatically invoke PropertyChange.
c.Reset(); // Reset the value.
Generated code:
public partial class AutoNotifyClass : System.ComponentModel.INotifyPropertyChanged
{
public event System.ComponentModel.PropertyChangedEventHandler? PropertyChanged;
protected virtual bool SetProperty<T>(ref T storage, T value, [CallerMemberName] string? propertyName = null)
{
if (EqualityComparer<T>.Default.Equals(storage, value))
{
return false;
}
storage = value;
this.PropertyChanged?.Invoke(this, new System.ComponentModel.PropertyChangedEventArgs(propertyName));
return true;
}
public int idValue
{
get => this.id;
set
{
if (value != this.id)
{
this.id = value;
this.PropertyChanged?.Invoke(this, new System.ComponentModel.PropertyChangedEventArgs("idValue"));
}
}
}
}
By default, ValueLink will automatically link the object when a goshujin is set or changed.
You can change this behavior by setting AutoLink to false.
[ValueLinkObject]
public partial class ManualLinkClass
{
[Link(Type = ChainType.Ordered, AutoLink = false)] // Set AutoLink to false.
private int id;
public ManualLinkClass(int id)
{
this.id = id;
}
public static void Test()
{
var g = new ManualLinkClass.GoshujinClass();
var c = new ManualLinkClass(1);
c.Goshujin = g;
Debug.Assert(g.idChain.Count == 0, "Chain is empty.");
g.IdChain.Add(c.id, c); // Link the object manually.
Debug.Assert(g.idChain.Count == 1, "Object is linked.");
}
}
You can make the collection available for binding by adding ObservableChain
.
ObservableChain
is actually a wrapper class of ObservableCollection<T>
.
[ValueLinkObject]
public partial class ObservableClass
{
[Link(Type = ChainType.Ordered, AutoNotify = true)]
private int Id { get; set; }
[Link(Type = ChainType.Observable, Name = "Observable")]
public ObservableClass(int id)
{
this.Id = id;
}
}
Test code:
var g = new ObservableClass.GoshujinClass();
ListView.ItemSource = g.ObservableChain;// You can use ObservableChain as ObservableCollection.
new ObservableClass(1).Goshujin = g;// ListView will be updated.