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Refly language for reflector (preview): decompile to CodeDom!

Refly language for reflector (preview): decompile to CodeDom!

This is a preview of a new language for Reflector that outputs to Refly (Refly is wraps up and simplifies the use of CodeDom).

What does the language do ?

The language creates Refly code. If the Refly code is executed it will generate the original code. This is particularly usefull to rapidely design CodeDom template: write the expected output, Reflectorize-it and get the Refly code. In the figure below, we see the code "cycle of life" with a decompiler and how it is modified if we add the "Refly" language.

A preview example

There is still a lot of work to do on the language but it can already generate the outline of classes. Let's see that on a simple class:

public class Original

{

private string name;

public Original()

{}

public string Name

{

get { return this.name;}

set { this.name = value;}

}

public void Run(string someParamter)

{

Console.WriteLine("{0}: someParameter");

}

public event EventHandler Click;

protected virtual void OnClick(EventArgs e)

{

if (this.Click != null)

this.Click(this, e);

}

}

After compiling and  loading in Reflector, the Refly language is outputting:

NamespaceDeclaration _dragAndDropUnitTesting = new NamespaceDeclaration("Original");

 

ClassDeclaration _original = _dragAndDropUnitTesting.AddClass("Original");

 

// Fields

FieldDeclaration name = _original.AddField(typeof(System.String), "name");

FieldDeclaration Click = _original.AddField(typeof(System.EventHandler), "Click");

 

// Events

EventDeclaration _click = _original.AddEvent(typeof(System.EventHandler), "Click");

 

// Constructor and Methods

ConstructorDeclaration ctor0 = _original.AddConstructor();

ctor0.Attributes |= System.CodeDom.MemberAttributes.Assembly;

ctor0.Attributes |= System.CodeDom.MemberAttributes.Family;

MethodDeclaration _run = _original.AddMethod("Run");

_run.Attributes |= System.CodeDom.MemberAttributes.Assembly;

_run.Attributes |= System.CodeDom.MemberAttributes.Family;

ParameterDeclaration _runsomeParamter = _run.Signature.Parameters.Add(typeof(System.String), "someParamter");

MethodDeclaration _onClick = _original.AddMethod("OnClick");

_onClick.Attributes |= System.CodeDom.MemberAttributes.Family;

ParameterDeclaration _onClicke = _onClick.Signature.Parameters.Add(typeof(System.EventArgs), "e");

 

// Properties

PropertyDeclaration _name = _original.AddProperty(typeof(System.String), "Name");

 

That's pretty ugly but not as much if you had to write CodeDom for that. We can compile and generate the code using the following instruction:

CodeGenerator gen = new CodeGenerator();
gen.GenerateCode(".", _dragAndDropUnitTesting);

Finally, the output of the execution is as follows:

using System;

/// <summary />

/// <remarks />

public class Original

{

/// <summary />

/// <remarks />

private string _name;

/// <summary />

/// <remarks />

private System.EventHandler _click;

/// <summary />

/// <remarks />

Original()

{

}

/// <summary />

/// <remarks />

public virtual string Name

{

}

/// <summary />

/// <remarks />

public event System.EventHandler Click;

/// <summary />

/// <remarks />

void Run(string someParamter)

{

}

/// <summary />

/// <remarks />

void OnClick(System.EventArgs e)

{

}

}

Of course, the result is far from behing perfect. Visibility handling sucks, statements are not reflected, etc... But sounds very promising to me :)