GameDevWare.Dynamic.Expressions
2.1.4
See the version list below for details.
dotnet add package GameDevWare.Dynamic.Expressions --version 2.1.4
NuGet\Install-Package GameDevWare.Dynamic.Expressions -Version 2.1.4
<PackageReference Include="GameDevWare.Dynamic.Expressions" Version="2.1.4" />
paket add GameDevWare.Dynamic.Expressions --version 2.1.4
#r "nuget: GameDevWare.Dynamic.Expressions, 2.1.4"
// Install GameDevWare.Dynamic.Expressions as a Cake Addin #addin nuget:?package=GameDevWare.Dynamic.Expressions&version=2.1.4 // Install GameDevWare.Dynamic.Expressions as a Cake Tool #tool nuget:?package=GameDevWare.Dynamic.Expressions&version=2.1.4
Introduction
Attention! This is a paid package, you can not use it in your project if you have not purchased it through Unity Asset Store.
This package provides the API for parsing and expression execution written in C#. It is specially designed to work with the Unity on various platforms. Since it is written in C# 3.5, it should work with any version of Unity.
It is tested to work on:
- IOS
- Android
- WebGL
- PC/Mac
It should work on any other platforms.
API
- CSharpExpression
- Evaluate
- Parse
- AotCompilation
- RegisterFunc
- RegisterForFastCall
Example
Parsing C# expression into System.Linq.Expression.Expression[T]:
var mathExpr = "Math.Max(x, y)";
var exprTree = CSharpExpression.Parse<double, double, double>(mathExpr, arg1Name: "x", arg2Name: "y")
// exprTree -> Expression<Func<double, double, double>>
Evaluating C# expression:
var arifExpr = "2 * (2 + 3) << 1 + 1 & 7 | 25 ^ 10";
var result = CSharpExpression.Evaluate<int>(arifExpr);
// result -> 19
Parser
The parser recognizes the C# 4 grammar only. It includes:
- Arithmetic operations
- Bitwise operations
- Logical operations
- Conditional operator
- Null-coalescing operator
- Method/Delegate/Constructor call
- Property/Field access
- Indexers
- Casting and Conversion
- Is Operator
- As Operator
- TypeOf Operator
- Default Operator
- Expression grouping with parentheses
- Checked/Unchecked scopes
- Aliases for Built-In Types
- Null-conditional Operators
- Power operator
**
- Lambda expressions
- "true", "false", "null"
Nullable types are supported. Generics are supported. Enumerations are supported. Type inference is not available and your should always specify generic parameters on types and methods.
Known Types
For security reasons the parser does not provide access to any types except:
- argument types
- primitive types
- Math, Array, Func<> (up to 4 arguments) types
To access other types your should pass typeResolver parameter in Parse and Evaluate method:
var typeResolver = new KnownTypeResolver(typeof(Mathf), typeof(Time));
CSharpExpression.Evaluate<int>("Mathf.Clamp(Time.time, 1.0f, 3.0f)", typeResolver);
If you want to access all types in UnityEngine you can pass AssemblyTypeResolver.UnityEngine as typeResolver parameter.
AOT Execution
You can compile and evaluate expression created by System.Linq.Expression and execute it in AOT environment where it is usually impossible.
var expr = (Expression<Func<Vector3>>)(() => new Vector3(1.0f, 1.0f, 1.0f));
var fn = expr.CompileAot();
fn; // -> Func<Vector3>
fn(); // -> Vector3(1.0f, 1.0f, 1.0f)
iOS, WebGL and most console platforms use AOT compilation which imposes following restrictions on the dynamic code execution:
- only Expression<Func<...>> could be used with CompileAot() and Lambda types
- only static methods using primitives (int, float, string, object ...) are optimized for fast calls
- all used classes/methods/properties should be visible to Unity's static code analyser
See Also
WebGL and iOS
- Only Func<> (up to 4 arguments) Lambdas are supported
- Instance methods invocation performs slowly due reflection
- Moderate boxing for value types (see roadmap)
You can ensure that your generic Func<> pass AOT compilation by registering it with AotCompilation.RegisterFunc
AotCompilation.RegisterFunc<int, bool>(); // template: RegisterFunc<Arg1T, ResultT>
Improving Performance
You can improve the performance of methods invocation by registering their signatures in AotCompilation.RegisterForFastCall().
// Supports up to 3 arguments.
// First generic argument is your class type.
// Last generic argument is return type.
AotCompilation.RegisterForFastCall<InstanceT, ResultT>()
AotCompilation.RegisterForFastCall<InstanceT, Arg1T, ResultT>()
AotCompilation.RegisterForFastCall<InstanceT, Arg1T, Arg2T, ResultT>()
AotCompilation.RegisterForFastCall<InstanceT, Arg1T, Arg2T, Arg3T, ResultT>()
Example:
public class MyVectorMath
{
public Vector4 Dot(Vector4 vector, Vector4 vector);
public Vector4 Cross(Vector4 vector, Vector4 vector);
public Vector4 Scale(Vector4 vector, float scale);
}
// register Dot and Cross method signatures
AotCompilation.RegisterForFastCall<MyVectorMath, Vector4, Vector4, Vector4>();
// register Scale method signature
AotCompilation.RegisterForFastCall<MyVectorMath, Vector4, float, Vector4>();
Roadmap
You can send suggestions at support@gamedevware.com
- Expression serialization
- Void expressions (System.Action delegates)
- Parser: Delegate construction from method reference
- Parser: Type inference for generics
- Parser: Full C#6 syntax
- Parser: Extension methods
- Parser: Type initializers, List initializers
- Custom editor with auto-completion for Unity
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET Framework | net35 is compatible. net40 was computed. net403 was computed. net45 was computed. net451 was computed. net452 was computed. net46 was computed. net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
This package has no dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Features
* added more descriptive message to member binding error
* added autodoc comments for public members
* hidden ReadOnlyDictionary from public access
* removed WEBGL check for later version of Unity, because unsigned types bug was fixed
* added generic types and generic methods
* added nullable types via '?' suffix
* added lambda expression syntax '() => x' and 'new Func(a => x)'
* added support for expression parameter re-mapping with lambda syntax at beggining of expression
* added support for Func<> lambdas on AOT environments
* added additional constructor to Binder class
* added ArgumentsTree ToString method
* added build-in types aliases support during static members binding
Bug Fixes
* fixed error with wrongly resolved types (only by name) in KnownTypeResolver
* fixed bug with ACCESS_VIOLATION on iOS (Unity 5.x.x IL2CPP)
* fixed few Unity 3.4 related errors in code
* fixed 'new' expression parsed with error on chained calls new a().b().c()
* fixed some cases of lifted binary/unary/conversion operations
* fixed some AOT'ed operations on System.Boolean type
* fixed null-propagation chains generate invalid code
* fixed some edge cases of resolving nested generic types
* fixed error with types without type.FullName value
* fixed Condition operator types promotion
* fixed Power operator types promotion and null-lifting
* fixed enum constants threated as underlying types during binary/unary operations
Breaking changes
* ParserNode renamed to ParseTreeNode
* ExpressionTree renamed to SyntaxTreeNode
* ExpressionBuilder renamed to Binder
* ITypeResolutionService renamed to ITypeResolver
* ITypeResolver.GetType removed
* ITypeResolver now could be configured with TypeDiscoveryOptions